added resizing to osx window

This commit is contained in:
Omar Mohamed Ali Mudhir
2017-01-25 09:15:22 +00:00
parent 9d6171c7d8
commit 2f042c3e95
7 changed files with 127 additions and 21 deletions

View File

@@ -85,7 +85,7 @@ void App::load_layout()
std::stack<NodePair> stack;
tinyxml2::XMLDocument xml;
auto ret = xml.LoadFile("data\\layout.xml");
auto ret = xml.LoadFile("data/layout.xml");
auto x_root = xml.RootElement();
NodePair current = { y_root, x_root };
@@ -299,6 +299,7 @@ void App::init()
" frag = col;"
"}";
#ifdef _WIN32
static CONSOLE_SCREEN_BUFFER_INFO info;
GetConsoleScreenBufferInfo(GetStdHandle(STD_OUTPUT_HANDLE), &info);
// colors: http://stackoverflow.com/questions/4053837/colorizing-text-in-the-console-with-c
@@ -317,7 +318,8 @@ void App::init()
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), info.wAttributes);
}, nullptr);
glEnable(GL_DEBUG_OUTPUT);
#endif
load_layout();
for (auto& s : shapes_list)
@@ -431,10 +433,6 @@ void App::update(float dt)
glEnable(GL_SCISSOR_TEST);
glScissor(box.x, height - box.y - 1 - box.w, box.z, box.w);
}
else
{
glDisable(GL_SCISSOR_TEST);
}
//glScissor(10, height - 10 - 1 - 50, 480, 50);
glm::mat4 pivot = glm::translate(glm::vec3(.5f, .5f, 0.f));
@@ -455,6 +453,7 @@ void App::update(float dt)
shader_color.use();
shader_color.u_mat4("mvp", mvp);
plane.draw_stroke();
glDisable(GL_SCISSOR_TEST);
}
tex.unbind();
sampler.unbind();

View File

@@ -85,10 +85,18 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTime
// Add your drawing codes here
[[self openGLContext] makeCurrentContext];
// We draw on a secondary thread through the display link
// When resizing the view, -reshape is called automatically on the main
// thread. Add a mutex around to avoid the threads accessing the context
// simultaneously when resizing
CGLLockContext([[self openGLContext] CGLContextObj]);
App::I.update(now - _prevTime);
[[self openGLContext] flushBuffer];
//[[self openGLContext] flushBuffer];
// returning NO will cause the layer to NOT be redrawn
CGLFlushDrawable([[self openGLContext] CGLContextObj]);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
return NO;
}
else
@@ -111,6 +119,78 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTime
- (void)drawRect:(NSRect)dirtyRect
{
NSLog(@"drawRect");
// Add your drawing codes here
[[self openGLContext] makeCurrentContext];
// We draw on a secondary thread through the display link
// When resizing the view, -reshape is called automatically on the main
// thread. Add a mutex around to avoid the threads accessing the context
// simultaneously when resizing
CGLLockContext([[self openGLContext] CGLContextObj]);
App::I.update(0);
//[[self openGLContext] flushBuffer];
// returning NO will cause the layer to NOT be redrawn
CGLFlushDrawable([[self openGLContext] CGLContextObj]);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)reshape
{
[super reshape];
// We draw on a secondary thread through the display link. However, when
// resizing the view, -drawRect is called on the main thread.
// Add a mutex around to avoid the threads accessing the context
// simultaneously when resizing.
CGLLockContext([[self openGLContext] CGLContextObj]);
// Get the view size in Points
NSRect viewRectPoints = [self bounds];
#if SUPPORT_RETINA_RESOLUTION
// Rendering at retina resolutions will reduce aliasing, but at the potential
// cost of framerate and battery life due to the GPU needing to render more
// pixels.
// Any calculations the renderer does which use pixel dimentions, must be
// in "retina" space. [NSView convertRectToBacking] converts point sizes
// to pixel sizes. Thus the renderer gets the size in pixels, not points,
// so that it can set it's viewport and perform and other pixel based
// calculations appropriately.
// viewRectPixels will be larger than viewRectPoints for retina displays.
// viewRectPixels will be the same as viewRectPoints for non-retina displays
NSRect viewRectPixels = [self convertRectToBacking:viewRectPoints];
#else //if !SUPPORT_RETINA_RESOLUTION
// App will typically render faster and use less power rendering at
// non-retina resolutions since the GPU needs to render less pixels.
// There is the cost of more aliasing, but it will be no-worse than
// on a Mac without a retina display.
// Points:Pixels is always 1:1 when not supporting retina resolutions
NSRect viewRectPixels = viewRectPoints;
#endif // !SUPPORT_RETINA_RESOLUTION
App::I.resize(viewRectPixels.size.width, viewRectPixels.size.height);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)renewGState
{
// Called whenever graphics state updated (such as window resize)
// OpenGL rendering is not synchronous with other rendering on the OSX.
// Therefore, call disableScreenUpdatesUntilFlush so the window server
// doesn't render non-OpenGL content in the window asynchronously from
// OpenGL content, which could cause flickering. (non-OpenGL content
// includes the title bar and drawing done by the app with other APIs)
[[self window] disableScreenUpdatesUntilFlush];
[super renewGState];
}
@end
@@ -122,7 +202,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTime
}
@end
@interface Controller : NSWindowController
@interface Controller : NSWindowController<NSWindowDelegate>
@end @implementation Controller
- (void)keyDown:(NSEvent *)theEvent
{
@@ -131,6 +211,10 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTime
{
[[NSApplication sharedApplication] terminate:nil];
}
}
- (void)windowDidResize:(NSNotification *)notification
{
}
@end
@@ -156,10 +240,8 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTime
view = [[View alloc] initWithFrame:r];
window = [[Window alloc] initWithContentRect:r
styleMask:NSTitledWindowMask|NSMiniaturizableWindowMask
backing:NSBackingStoreBuffered
defer:NO];
auto style = NSTitledWindowMask|NSMiniaturizableWindowMask|NSResizableWindowMask;
window = [[Window alloc] initWithContentRect:r styleMask:style backing:NSBackingStoreBuffered defer:NO];
[window setTitle:@"hello engine - ui shapes"];
[window center];
[window makeKeyAndOrderFront:controller];

View File

@@ -2,6 +2,7 @@
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#include <sys/stat.h>
#elif _WIN32
#define _USE_MATH_DEFINES
#include <windows.h>

View File

@@ -45,7 +45,7 @@ void Shape::draw_stroke() const
glBindVertexArray(0);
}
bool Rect::create(float w, float h)
bool RectShape::create(float w, float h)
{
static GLushort idx[6 + 8] {
0, 1, 2,

View File

@@ -178,7 +178,7 @@ public:
}
};
class Rect : public Shape
class RectShape : public Shape
{
bool create(float w, float h);
};