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