/* * DemoViewController.mm * * Copyright (c) 2014-2019 The Brenwill Workshop Ltd. (http://www.brenwill.com) * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #import "DemoViewController.h" #import #include "ShellMVK.h" #include "Hologram.h" #pragma mark - #pragma mark DemoViewController @implementation DemoViewController { CVDisplayLinkRef _displayLink; ShellMVK* _shell; Game* _game; } -(void) dealloc { delete _shell; delete _game; CVDisplayLinkRelease(_displayLink); [super dealloc]; } /** Since this is a single-view app, initialize Vulkan during view loading. */ -(void) viewDidLoad { [super viewDidLoad]; self.view.wantsLayer = YES; // Back the view with a layer created by the makeBackingLayer method. std::vector args; args.push_back("-p"); // Uncomment to use push constants // args.push_back("-s"); // Uncomment to use a single thread _game = new Hologram(args); _shell = new ShellMVK(*_game); _shell->run(self.view.layer); CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink); CVDisplayLinkSetOutputCallback(_displayLink, &DisplayLinkCallback, _shell); CVDisplayLinkStart(_displayLink); } #pragma mark Display loop callback function /** Rendering loop callback function for use with a CVDisplayLink. */ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now, const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* target) { ((ShellMVK*)target)->update_and_draw(); return kCVReturnSuccess; } -(void) viewDidAppear { self.view.window.initialFirstResponder = self.view; } // Delegated from the view as first responder. -(void) keyDown:(NSEvent*) theEvent { Game::Key key; switch (theEvent.keyCode) { case 53: key = Game::KEY_ESC; break; case 126: key = Game::KEY_UP; break; case 125: key = Game::KEY_DOWN; break; case 49: key = Game::KEY_SPACE; break; case 3: key = Game::KEY_F; break; default: key = Game::KEY_UNKNOWN; break; } _game->on_key(key); } @end #pragma mark - #pragma mark DemoView @implementation DemoView /** Indicates that the view wants to draw using the backing layer instead of using drawRect:. */ -(BOOL) wantsUpdateLayer { return YES; } /** Returns a Metal-compatible layer. */ +(Class) layerClass { return [CAMetalLayer class]; } /** If the wantsLayer property is set to YES, this method will be invoked to return a layer instance. */ -(CALayer*) makeBackingLayer { CALayer* layer = [self.class.layerClass layer]; CGSize viewScale = [self convertSizeToBacking: CGSizeMake(1.0, 1.0)]; layer.contentsScale = MIN(viewScale.width, viewScale.height); return layer; } -(BOOL) acceptsFirstResponder { return YES; } @end