Files
panopainter/PanoPainter-OSX/main.cpp

362 lines
13 KiB
C++

#include "pch.h"
#include "log.h"
#include "shader.h"
#include "shape.h"
#include "texture.h"
#include "image.h"
#include "app.h"
#include "keymap.h"
#include <CoreFoundation/CoreFoundation.h>
#include <Cocoa/Cocoa.h>
#include <CoreVideo/CoreVideo.h>
#include <OpenGL/OpenGL.h>
@interface View : NSOpenGLView
{
CVDisplayLinkRef dl;
NSOpenGLContext* glctx;
_CGLContextObject* cgl;
bool gl_ready;
}
- (void)terminateGL;
@end @implementation View
- (instancetype)initWithFrame:(NSRect)frameRect
{
gl_ready = false;
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 24,
// Must specify the 3.2 Core Profile to use OpenGL 3.2
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
// Multisample
NSOpenGLPFAMultisample,
NSOpenGLPFASamples, 2,
NSOpenGLPFASampleBuffers, 1,
0
};
NSOpenGLPixelFormat *pf = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
NSOpenGLContext* context = [[NSOpenGLContext alloc] initWithFormat:pf shareContext:nil];
self = [super initWithFrame:frameRect pixelFormat:pf];
[self setPixelFormat:pf];
[self setOpenGLContext:context];
return self;
}
- (void)prepareOpenGL
{
NSLog(@"prepare");
// Synchronize buffer swaps with vertical refresh rate
GLint swapInt = 1;
[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
// Create a display link capable of being used with all active displays
CVDisplayLinkCreateWithActiveCGDisplays(&dl);
// Set the renderer output callback function
CVDisplayLinkSetOutputCallback(dl, &MyDisplayLinkCallback, (__bridge void*)self);
// Set the display link for the current renderer
CGLContextObj cglContext = [[self openGLContext] CGLContextObj];
CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj];
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(dl, cglContext, cglPixelFormat);
CGLEnable([self.openGLContext CGLContextObj], kCGLCECrashOnRemovedFunctions);
// Activate the display link
CVDisplayLinkStart(dl);
cgl = [[self openGLContext] CGLContextObj];
glctx = [self openGLContext];
CGLLockContext([[self openGLContext] CGLContextObj]);
App::I.init();
CGLUnlockContext([[self openGLContext] CGLContextObj]);
gl_ready = true;
}
- (void)terminateGL
{
CGLLockContext([[self openGLContext] CGLContextObj]);
CVDisplayLinkRelease(dl);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
// This is the renderer output callback function
static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now,
const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext)
{
CVReturn result = [(__bridge View*)displayLinkContext getFrameForTime:outputTime];
return result;
}
- (CVReturn)getFrameForTime:(const CVTimeStamp*)outputTime
{
static double _timeFreq = CVGetHostClockFrequency();
static double _prevTime = (double)outputTime->hostTime / _timeFreq;
double hostTime = (double)outputTime->hostTime;
double now = hostTime / _timeFreq;
// this will not update unless 1/30th of a second has passed since the last update
if ( now < _prevTime + (1.0 / 30.0) && App::I.redraw )
{
// 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
[glctx makeCurrentContext];
CGLLockContext([glctx CGLContextObj]);
App::I.clear();
App::I.update(now - _prevTime);
//[[self openGLContext] flushBuffer];
// returning NO will cause the layer to NOT be redrawn
CGLFlushDrawable([glctx CGLContextObj]);
CGLUnlockContext([glctx CGLContextObj]);
return NO;
}
else
{
// change whatever you want to change here, as a function of time elapsed
_prevTime = now;
// return YES to have your layer redrawn
return YES;
}
return kCVReturnSuccess;
}
- (void)dealloc
{
// Release the display link
CVDisplayLinkRelease(dl);
}
- (void)drawRect:(NSRect)dirtyRect
{
NSLog(@"drawRect");
// 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
[glctx makeCurrentContext];
CGLLockContext(cgl);
App::I.update(0);
//[[self openGLContext] flushBuffer];
// returning NO will cause the layer to NOT be redrawn
CGLFlushDrawable(cgl);
CGLUnlockContext(cgl);
}
- (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];
}
- (void)mouseDown:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_down(0, mouseLoc.x, App::I.height - mouseLoc.y - 1, theEvent.pressure, kEventSource::Mouse);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)rightMouseDown:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_down(1, mouseLoc.x, App::I.height - mouseLoc.y - 1, theEvent.pressure, kEventSource::Mouse);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)mouseUp:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_up(0, mouseLoc.x, App::I.height - mouseLoc.y - 1, kEventSource::Mouse);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)rightMouseUp:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_up(1, mouseLoc.x, App::I.height - mouseLoc.y - 1, kEventSource::Mouse);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)mouseMoved:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_move(mouseLoc.x, App::I.height - mouseLoc.y - 1, theEvent.pressure, kEventSource::Mouse);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
-(void)mouseDragged:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_move(mouseLoc.x, App::I.height - mouseLoc.y - 1, theEvent.pressure, kEventSource::Mouse);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)rightMouseDragged:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_move(mouseLoc.x, App::I.height - mouseLoc.y - 1, theEvent.pressure, kEventSource::Mouse);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)scrollWheel:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto mouseLoc = [self convertPoint:[theEvent locationInWindow] fromView:nil];
App::I.mouse_scroll(mouseLoc.x, App::I.height - mouseLoc.y - 1, [theEvent deltaY]);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)keyDown:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto keyCode = [theEvent keyCode];
auto chars = [theEvent characters];
App::I.key_down(convert_key(keyCode));
if (const char* cstr = [chars cStringUsingEncoding:NSASCIIStringEncoding])
App::I.key_char(cstr[0]);
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
- (void)keyUp:(NSEvent *)theEvent
{
CGLLockContext([[self openGLContext] CGLContextObj]);
auto keyCode = [theEvent keyCode];
auto chars = [theEvent characters];
App::I.key_up(convert_key(keyCode));
CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
@end
@interface Window : NSWindow
@end @implementation Window
@end
@interface Controller : NSWindowController<NSWindowDelegate>
@end @implementation Controller
- (void)windowWillClose:(NSNotification *)notification
{
[[NSApplication sharedApplication] terminate:nil];
}
@end
@interface AppOSX : NSApplication<NSApplicationDelegate>
{
Window* window;
Controller* controller;
View* view;
}
@end @implementation AppOSX
- (instancetype)init
{
self = [super init];
[self setActivationPolicy:NSApplicationActivationPolicyRegular]; // make it to the front
[self setDelegate:self];
return self;
}
- (void)applicationWillTerminate:(NSNotification *)notification
{
[view terminateGL];
[window close];
}
- (void)applicationDidFinishLaunching:(NSNotification *)notification
{
App::I.initLog();
App::I.create();
NSRect r = NSMakeRect(0, 0, App::I.width, App::I.height);
view = [[View alloc] initWithFrame:r];
controller = [[Controller alloc] initWithWindow:window];
auto style = NSTitledWindowMask|NSMiniaturizableWindowMask|NSResizableWindowMask|NSClosableWindowMask;
window = [[Window alloc] initWithContentRect:r styleMask:style backing:NSBackingStoreBuffered defer:NO];
[window setDelegate:controller];
[window setTitle:@"PanoPainter 0.1.2 alpha"];
[window center];
[window makeKeyAndOrderFront:controller];
[window setContentView:view];
[window setAcceptsMouseMovedEvents:true];
[window makeFirstResponder:view];
auto menubar = [NSMenu new];
auto appMenuItem = [NSMenuItem new];
[menubar addItem:appMenuItem];
[self setMainMenu:menubar];
auto appMenu = [NSMenu new];
auto appName = [[NSProcessInfo processInfo] processName];
auto quitTitle = [@"Quit " stringByAppendingString:appName];
auto quitMenuItem = [[NSMenuItem alloc] initWithTitle:quitTitle
action:@selector(terminate:) keyEquivalent:@"q"];
[appMenu addItem:quitMenuItem];
[appMenuItem setSubmenu:appMenu];
NSLog(@"app launched");
}
@end
int main(int argc, const char * argv[])
{
AppOSX* app = [AppOSX sharedApplication];
[app run];
return 0;
}