Merge branch 'master' of github.com:LaurentGomila/SFML

This commit is contained in:
Laurent Gomila 2011-07-17 12:22:08 +02:00
commit dfe7cba373
41 changed files with 5373 additions and 35 deletions

View File

@ -54,7 +54,7 @@ namespace sf
#elif defined(SFML_SYSTEM_MACOS)
// Window handle is NSWindow (void*) on Mac OS X - Cocoa
typedef void* WindowHandle;
typedef void* WindowHandle;
#endif

View File

@ -48,8 +48,8 @@
#elif defined(SFML_SYSTEM_MACOS)
#include <SFML/Window/OSX/SFContext.hpp>
typedef sf::priv::SFContext ContextType;
#include <SFML/Window/OSX/SFContext.hpp>
typedef sf::priv::SFContext ContextType;
#endif

View File

@ -40,7 +40,7 @@
#elif defined(SFML_SYSTEM_MACOS)
#include <SFML/Window/OSX/InputImpl.hpp>
#include <SFML/Window/OSX/InputImpl.hpp>
#endif

View File

@ -87,7 +87,7 @@ struct JoystickState
#elif defined(SFML_SYSTEM_MACOS)
#include <SFML/Window/OSX/JoystickImpl.hpp>
#include <SFML/Window/OSX/JoystickImpl.hpp>
#endif

View File

@ -47,7 +47,8 @@ namespace priv
/// keyboard and mouse states. It's only purpose is
/// to help sf::priv::InputImpl class.
///
/// sf::priv::JoystickImpl is not concerned by this class.
/// HIDInputManager provides a function to get all connected joysticks
/// to help sf::priv::JoystickImpl.
///
////////////////////////////////////////////////////////////
class HIDInputManager : NonCopyable
@ -84,6 +85,27 @@ public :
////////////////////////////////////////////////////////////
bool IsMouseButtonPressed(Mouse::Button button);
////////////////////////////////////////////////////////////
/// \brief List all connected joysticks
///
/// \return a retained CFSetRef of IOHIDDeviceRef or NULL
///
////////////////////////////////////////////////////////////
CFSetRef CopyJoystickDevices();
public :
////////////////////////////////////////////////////////////
/// \brief Get the usb location ID of a given device
///
/// This location ID is unique and can be used a usb port identifier
///
/// \param device HID device to query
/// \return the device's location ID or 0 if something went wrong
///
////////////////////////////////////////////////////////////
static long GetLocationID(IOHIDDeviceRef device);
////////////////////////////////////////////////////////////
/// Try to convert a character into a SFML key code.
///
@ -199,7 +221,7 @@ private :
////////////////////////////////////////////////////////////
/// \brief Filter the devices and return them.
///
/// If something went wrong FreeUp is called
/// FreeUp is _not_ called by this function.
///
/// \param page HID page like kHIDPage_GenericDesktop
/// \param usage HID usage page like kHIDUsage_GD_Keyboard or kHIDUsage_GD_Mouse

View File

@ -84,7 +84,6 @@ bool HIDInputManager::IsKeyPressed(Keyboard::Key key)
return state;
}
////////////////////////////////////////////////////////////
bool HIDInputManager::IsMouseButtonPressed(Mouse::Button button)
{
@ -128,6 +127,35 @@ bool HIDInputManager::IsMouseButtonPressed(Mouse::Button button)
}
////////////////////////////////////////////////////////////
CFSetRef HIDInputManager::CopyJoystickDevices()
{
return CopyDevices(kHIDPage_GenericDesktop, kHIDUsage_GD_Joystick);
}
////////////////////////////////////////////////////////////
long HIDInputManager::GetLocationID(IOHIDDeviceRef device)
{
long loc = 0;
// Get a unique ID : its usb location ID
CFTypeRef typeRef = IOHIDDeviceGetProperty(device,
CFSTR(kIOHIDLocationIDKey));
if (!typeRef || CFGetTypeID(typeRef) != CFNumberGetTypeID()) {
return 0;
}
CFNumberRef locRef = (CFNumberRef)typeRef;
if (!CFNumberGetValue(locRef, kCFNumberLongType, &loc)) {
return 0;
}
return loc;
}
////////////////////////////////////////////////////////////
HIDInputManager::HIDInputManager()
: amIValid(true)
@ -198,8 +226,7 @@ void HIDInputManager::InitializeKeyboard()
// Get only keyboards
CFSetRef keyboards = CopyDevices(kHIDPage_GenericDesktop, kHIDUsage_GD_Keyboard);
if (keyboards == NULL) {
// FreeUp was already called
FreeUp();
return;
}
@ -234,8 +261,7 @@ void HIDInputManager::InitializeMouse()
// Get only mouses
CFSetRef mouses = CopyDevices(kHIDPage_GenericDesktop, kHIDUsage_GD_Mouse);
if (mouses == NULL) {
// FreeUp was already called
FreeUp();
return;
}
@ -525,17 +551,13 @@ CFSetRef HIDInputManager::CopyDevices(UInt32 page, UInt32 usage)
CFSetRef devices = IOHIDManagerCopyDevices(myManager);
if (devices == NULL) {
sf::Err() << "Cannot find any devices." << std::endl;
FreeUp();
return NULL;
}
// Is there at least one keyboard ?
// Is there at least one device ?
CFIndex deviceCount = CFSetGetCount(devices);
if (deviceCount < 1) {
sf::Err() << "Found no device." << std::endl;
CFRelease(devices);
FreeUp();
return NULL;
}

View File

@ -61,6 +61,7 @@ SFOpenGLView* GetSFOpenGLViewFromSFMLWindow(const Window& window)
// Get our SFOpenGLView from ...
SFOpenGLView* view = nil;
if ([nsHandle isKindOfClass:[NSWindow class]]) {
// If system handle is a window then from its content view.
view = [nsHandle contentView];
@ -89,10 +90,13 @@ SFOpenGLView* GetSFOpenGLViewFromSFMLWindow(const Window& window)
}
} else {
sf::Err() << "The system handle is neither a <NSWindow*> nor <NSView*>"
<< "object. This shouldn't happen."
<< std::endl;
if (nsHandle != 0) {
sf::Err() << "The system handle is neither a <NSWindow*> nor <NSView*>"
<< "object. This shouldn't happen."
<< std::endl;
} else {
// This probably means the SFML window was previously closed.
}
}
@ -102,14 +106,14 @@ SFOpenGLView* GetSFOpenGLViewFromSFMLWindow(const Window& window)
////////////////////////////////////////////////////////////
bool InputImpl::IsKeyPressed(Keyboard::Key key)
{
return HIDInputManager::GetInstance().IsKeyPressed(key);
return HIDInputManager::GetInstance().IsKeyPressed(key);
}
////////////////////////////////////////////////////////////
bool InputImpl::IsMouseButtonPressed(Mouse::Button button)
{
return HIDInputManager::GetInstance().IsMouseButtonPressed(button);
return HIDInputManager::GetInstance().IsMouseButtonPressed(button);
}
@ -117,7 +121,7 @@ bool InputImpl::IsMouseButtonPressed(Mouse::Button button)
Vector2i InputImpl::GetMousePosition()
{
// Reverse Y axis to match SFML coord.
NSPoint pos = [NSEvent mouseLocation];
NSPoint pos = [NSEvent mouseLocation];
pos.y = sf::VideoMode::GetDesktopMode().Height - pos.y;
return Vector2i(pos.x, pos.y);

View File

@ -27,48 +27,332 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/JoystickImpl.hpp>
#include <SFML/Window/OSX/HIDInputManager.hpp>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
JoystickImpl::Location JoystickImpl::myLocationIDs[sf::Joystick::Count] = { 0 };
////////////////////////////////////////////////////////////
bool JoystickImpl::IsConnected(unsigned int index)
{
// @to be implemented
return false;
bool state = false; // Is the index-th joystick connected ?
// First, let's check if the device was previously detected :
if (myLocationIDs[index] != 0) {
state = true;
}
// Otherwise, let's check if it is now connected :
else { // i.e., myLocationIDs[index] == 0
// Get all devices
CFSetRef devices = HIDInputManager::GetInstance().CopyJoystickDevices();
if (devices != NULL) {
CFIndex size = CFSetGetCount(devices);
if (size > 0) {
CFTypeRef array[size]; // array of IOHIDDeviceRef
CFSetGetValues(devices, array);
// If there exists a device d s.t. there is no j s.t.
// myLocationIDs[j] == d's location then we have a new device.
for (CFIndex didx(0); didx < size; ++didx) {
IOHIDDeviceRef d = (IOHIDDeviceRef)array[didx];
Location dloc = HIDInputManager::GetLocationID(d);
bool foundJ = false;
for (unsigned int j(0); j < Joystick::Count; ++j) {
if (myLocationIDs[j] == dloc) {
foundJ = true;
break; // no need to loop again
}
}
if (foundJ) {
// This is a known device
// Nothing else to do
} else {
// This is a new device
// We set it up for Open(..)
myLocationIDs[index] = dloc;
state = true;
break; // We stop looking for a new device
}
}
}
CFRelease(devices);
}
}
return state;
}
////////////////////////////////////////////////////////////
bool JoystickImpl::Open(unsigned int index)
{
// @to be implemented
return false;
myIndex = index;
Location deviceLoc = myLocationIDs[index]; // The device we need to load
// Get all devices
CFSetRef devices = HIDInputManager::GetInstance().CopyJoystickDevices();
if (devices == NULL) {
return false;
}
// Get a usable copy of the joysticks devices.
CFIndex joysticksCount = CFSetGetCount(devices);
CFTypeRef devicesArray[joysticksCount];
CFSetGetValues(devices, devicesArray);
// Get the desired joystick.
IOHIDDeviceRef self = 0;
for (CFIndex i(0); i < joysticksCount; ++i) {
IOHIDDeviceRef d = (IOHIDDeviceRef)devicesArray[i];
if (deviceLoc == HIDInputManager::GetLocationID(d)) {
self = d;
break; // We found it so we stop looping.
}
}
if (self == 0) {
// This shouldn't happen!
CFRelease(devices);
return false;
}
// Get a list of all elements attached to the device.
CFArrayRef elements = IOHIDDeviceCopyMatchingElements(self,
NULL,
kIOHIDOptionsTypeNone);
if (elements == NULL) {
CFRelease(devices);
return false;
}
// How many elements are there ?
CFIndex elementsCount = CFArrayGetCount(elements);
if (elementsCount == 0) {
// What is a joystick with no element ?
CFRelease(elements);
CFRelease(devices);
return false;
}
// Go through all connected elements.
for (int i = 0; i < elementsCount; ++i) {
IOHIDElementRef element = (IOHIDElementRef) CFArrayGetValueAtIndex(elements, i);
switch (IOHIDElementGetType(element)) {
case kIOHIDElementTypeInput_Misc:
switch (IOHIDElementGetUsage(element)) {
case kHIDUsage_GD_X:
myAxis[Joystick::X] = element;
break;
case kHIDUsage_GD_Y:
myAxis[Joystick::Y] = element;
break;
case kHIDUsage_GD_Z:
myAxis[Joystick::Z] = element;
break;
case kHIDUsage_GD_Rx:
myAxis[Joystick::U] = element;
break;
case kHIDUsage_GD_Ry:
myAxis[Joystick::V] = element;
break;
case kHIDUsage_GD_Rz:
myAxis[Joystick::R] = element;
break;
// kHIDUsage_GD_Vx, kHIDUsage_GD_Vy, kHIDUsage_GD_Vz are ignored.
}
break;
case kIOHIDElementTypeInput_Button:
if (myButtons.size() < Joystick::ButtonCount) { // If we have free slot...
myButtons.push_back(element); // ...we add this element to the list
} else {
// Too many buttons. We ignore this one.
}
break;
default: // Make compiler happy
break;
}
}
// Note : Joy::AxisPovX/Y are not supported (yet).
// Maybe kIOHIDElementTypeInput_Axis is the corresponding type but I can't test.
// Retain all these objets for personal use
for (ButtonsVector::iterator it(myButtons.begin()); it != myButtons.end(); ++it) {
CFRetain(*it);
}
for (AxisMap::iterator it(myAxis.begin()); it != myAxis.end(); ++it) {
CFRetain(it->second);
}
// Note : we didn't retain element in the switch because we might have multiple
// Axis X (for example) and we want to keep only the last one. So to prevent
// leaking we retain objects 'only' now.
CFRelease(devices);
CFRelease(elements);
return true;
}
////////////////////////////////////////////////////////////
void JoystickImpl::Close()
{
// @to be implemented
for (ButtonsVector::iterator it(myButtons.begin()); it != myButtons.end(); ++it) {
CFRelease(*it);
}
myButtons.clear();
for (AxisMap::iterator it(myAxis.begin()); it != myAxis.end(); ++it) {
CFRelease(it->second);
}
myAxis.clear();
// And we unregister this joystick
myLocationIDs[myIndex] = 0;
}
////////////////////////////////////////////////////////////
JoystickCaps JoystickImpl::GetCapabilities() const
{
// @to be implemented
return JoystickCaps();
JoystickCaps caps;
// Buttons :
caps.ButtonCount = myButtons.size();
// Axis :
for (AxisMap::const_iterator it(myAxis.begin()); it != myAxis.end(); ++it) {
caps.Axes[it->first] = true;
}
return caps;
}
////////////////////////////////////////////////////////////
JoystickState JoystickImpl::Update()
{
// @to be implemented
return JoystickState();
static const JoystickState disconnectedState; // return this if joystick was disconnected
JoystickState state; // otherwise return that
state.Connected = true;
// Note : free up is done in Close() which is called, if required,
// by the joystick manager. So we don't release buttons nor axes here.
// First, let's determine if the joystick is still connected
Location selfLoc = myLocationIDs[myIndex];
// Get all devices
CFSetRef devices = HIDInputManager::GetInstance().CopyJoystickDevices();
if (devices == NULL) {
return disconnectedState;
}
// Get a usable copy of the joysticks devices.
CFIndex joysticksCount = CFSetGetCount(devices);
CFTypeRef devicesArray[joysticksCount];
CFSetGetValues(devices, devicesArray);
// Search for it
bool found = false;
for (CFIndex i(0); i < joysticksCount; ++i) {
IOHIDDeviceRef d = (IOHIDDeviceRef)devicesArray[i];
if (selfLoc == HIDInputManager::GetLocationID(d)) {
found = true;
break; // Stop looping
}
}
// Release unused stuff
CFRelease(devices);
// Was it found ?
if (found) {
// Yes, so we can continue.
} else {
// No, so we stop here
return disconnectedState;
}
// Update buttons' state
unsigned int i = 0;
for (ButtonsVector::iterator it(myButtons.begin()); it != myButtons.end(); ++it, ++i) {
IOHIDValueRef value = 0;
IOHIDDeviceGetValue(IOHIDElementGetDevice(*it), *it, &value);
// Check for plug out.
if (!value) {
// No value ? Hum... Seems like the joystick is gone
return disconnectedState;
}
// 1 means pressed, others mean released
state.Buttons[i] = IOHIDValueGetIntegerValue(value) == 1;
}
// Update axes' state
for (AxisMap::iterator it = myAxis.begin(); it != myAxis.end(); ++it) {
IOHIDValueRef value = 0;
IOHIDDeviceGetValue(IOHIDElementGetDevice(it->second), it->second, &value);
// Check for plug out.
if (!value) {
// No value ? Hum... Seems like the joystick is gone
return disconnectedState;
}
// We want to bind [physicalMin,physicalMax] to [-100=min,100=max].
//
// General formula to bind [a,b] to [c,d] with a linear progression :
//
// f : [a, b] -> [c, d]
// x |-> (x-a)(d-c)/(b-a)+c
//
// This method might not be very accurate (the "0 position" can be
// slightly shift with some device) but we don't care because most
// of devices are so sensitive that this is not relevant.
double physicalMax = IOHIDElementGetPhysicalMax(it->second);
double physicalMin = IOHIDElementGetPhysicalMin(it->second);
double scaledMin = -100;
double scaledMax = 100;
double physicalValue = IOHIDValueGetScaledValue(value, kIOHIDValueScaleTypePhysical);
float scaledValue = ((physicalValue - physicalMin) * (scaledMax - scaledMin) / (physicalMax - physicalMin)) + scaledMin;
state.Axes[it->first] = scaledValue;
}
return state;
}
} // namespace priv

View File

@ -30,7 +30,9 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/JoystickImpl.hpp>
#include <IOKit/hid/IOHIDDevice.h>
#include <map>
#include <vector>
namespace sf
{
@ -91,6 +93,17 @@ private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
typedef long Location;
typedef std::map<sf::Joystick::Axis, IOHIDElementRef> AxisMap;
typedef std::vector<IOHIDElementRef> ButtonsVector;
AxisMap myAxis; ///< Axis (IOHIDElementRef) connected to the joystick
ButtonsVector myButtons; ///< Buttons (IOHIDElementRef) connected to the joystick
unsigned int myIndex; ///< SFML index
static Location myLocationIDs[sf::Joystick::Count]; ///< Global Joystick register
/// For a corresponding SFML index, myLocationIDs is either some usb
/// location or 0 if there isn't currently a connected joystick device
};
} // namespace priv

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@ -0,0 +1,318 @@
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<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "self:Cocoa.xcodeproj">
</FileRef>
</Workspace>

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@ -0,0 +1,34 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>logo.png</string>
<key>CFBundleIdentifier</key>
<string>org.sfml-dev.${PRODUCT_NAME:rfc1034identifier}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSMinimumSystemVersion</key>
<string>${MACOSX_DEPLOYMENT_TARGET}</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2007-2011 Marco Antognini and Laurent Gomila. Shared under zlib/libpng License.</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>

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@ -0,0 +1,7 @@
//
// Prefix header for all source files of the 'Cocoa' target in the 'Cocoa' project
//
#ifdef __OBJC__
#import <Cocoa/Cocoa.h>
#endif

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@ -0,0 +1,59 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#import <Cocoa/Cocoa.h>
#import <SFML/Graphics.hpp>
/*
* NB : We need pointers for C++ objects fields in Obj-C interface !
* The recomanded way is to use PIMP idiom.
*
* It's elegant. Moreover, we do no constrain
* other file including this one to be Obj-C++.
*/
struct SFMLmainWindow;
@interface CocoaAppDelegate : NSObject <NSApplicationDelegate> {
@private
NSWindow *_window;
NSView *_sfmlView;
NSTextField *_textField;
SFMLmainWindow *_mainWindow;
NSTimer *_renderTimer;
BOOL _visible;
}
@property (retain) IBOutlet NSWindow *window;
@property (assign) IBOutlet NSView *sfmlView;
@property (assign) IBOutlet NSTextField *textField;
-(IBAction)colorChanged:(NSPopUpButton *)sender;
-(IBAction)rotationChanged:(NSSlider *)sender;
-(IBAction)visibleChanged:(NSButton *)sender;
-(IBAction)textChanged:(NSTextField *)sender;
-(IBAction)updateText:(NSButton *)sender;
@end

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@ -0,0 +1,197 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#import "CocoaAppDelegate.h"
#import "NSString+stdstring.h"
// These define are used for converting the color of the NSPopUpButton
#define BLUE @"Blue"
#define GREEN @"Green"
#define RED @"Red"
// Our PIMPL
struct SFMLmainWindow
{
SFMLmainWindow(sf::WindowHandle win)
: renderWindow(win)
, background(sf::Color::Blue)
{
std::string resPath = [[[NSBundle mainBundle] resourcePath] tostdstring];
if (!logo.LoadFromFile(resPath + "/logo.png")) {
NSLog(@"Couldn't load the logo image");
}
sprite.SetImage(logo, true);
sprite.SetOrigin(sprite.GetSize() / 2.f);
sprite.Scale(0.3, 0.3);
unsigned int ww = renderWindow.GetWidth();
unsigned int wh = renderWindow.GetHeight();
sprite.SetPosition(sf::Vector2f(ww, wh) / 2.f);
text.SetColor(sf::Color::White);
}
sf::RenderWindow renderWindow;
sf::Text text;
sf::Image logo;
sf::Sprite sprite;
sf::Color background;
};
// Private stuff
@interface CocoaAppDelegate ()
@property (assign) SFMLmainWindow *mainWindow;
@property (retain) NSTimer *renderTimer;
@property (assign) BOOL visible;
-(void)renderMainWindow:(NSTimer *)aTimer;
@end
// Finally, the implementation
@implementation CocoaAppDelegate
@synthesize window = _window;
@synthesize sfmlView = _sfmlView;
@synthesize textField = _textField;
@synthesize mainWindow = _mainWindow;
@synthesize renderTimer = _renderTimer;
@synthesize visible = _visible;
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Init the 1st SFML render area.
self.mainWindow = new SFMLmainWindow(self.sfmlView);
self.mainWindow->text.SetString([self.textField.stringValue tostdwstring]);
self.visible = YES;
// Launch the timer to periodically display our stuff into the Cocoa view.
self.renderTimer = [NSTimer timerWithTimeInterval:1.f/60.f
target:self
selector:@selector(renderMainWindow:)
userInfo:nil
repeats:YES];
[[NSRunLoop mainRunLoop] addTimer:self.renderTimer
forMode:NSDefaultRunLoopMode];
[[NSRunLoop mainRunLoop] addTimer:self.renderTimer
forMode:NSEventTrackingRunLoopMode];
/*
* This is really some ugly code but in order to have the timer fired
* periodically we need to add it to the two above runloop mode.
*
* The default mode allows timer firing while the user doesn't do anything
* while the second mode allows timer firing while he is using a slider
* or a menu.
*/
}
-(void)dealloc
{
[self.renderTimer invalidate];
self.mainWindow->renderWindow.Close();
self.window = nil;
self.sfmlView = nil;
self.textField = nil;
delete self.mainWindow;
self.mainWindow = 0;
self.renderTimer = nil;
[super dealloc];
}
-(void)renderMainWindow:(NSTimer *)aTimer
{
// Scaling
/* /!\ we do this at 60fps so choose low scaling factor! /!\ */
if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Up))
{
self.mainWindow->sprite.Scale(1.01, 1.01);
}
if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Down))
{
self.mainWindow->sprite.Scale(0.99, 0.99);
}
// Clear the window, display some stuff and display it into our view.
self.mainWindow->renderWindow.Clear(self.mainWindow->background);
if (self.visible)
{
self.mainWindow->renderWindow.Draw(self.mainWindow->sprite);
}
self.mainWindow->renderWindow.Draw(self.mainWindow->text);
self.mainWindow->renderWindow.Display();
}
-(IBAction)colorChanged:(NSPopUpButton *)sender
{
// Convert title to color
NSString *color = [[sender selectedItem] title];
if ([color isEqualToString:BLUE])
{
self.mainWindow->background = sf::Color::Blue;
}
else if ([color isEqualToString:GREEN])
{
self.mainWindow->background = sf::Color::Green;
}
else
{
self.mainWindow->background = sf::Color::Red;
}
}
-(IBAction)rotationChanged:(NSSlider *)sender
{
float angle = [sender floatValue];
self.mainWindow->sprite.SetRotation(angle);
}
-(IBAction)visibleChanged:(NSButton *)sender
{
self.visible = [sender state] == NSOnState;
}
-(IBAction)textChanged:(NSTextField *)sender
{
self.mainWindow->text.SetString([[sender stringValue] tostdwstring]);
}
- (IBAction)updateText:(NSButton *)sender
{
// Simply simulate textChanged :
[self textChanged:self.textField];
}
@end

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#import <string>
#import <Foundation/Foundation.h>
@interface NSString (NSString_stdstring)
+(id)stringWithstdstring:(std::string const &)string;
+(id)stringWithstdwstring:(std::wstring const &)string;
-(std::string)tostdstring;
-(std::wstring)tostdwstring;
@end

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#include <SFML/System/Utf.hpp>
@implementation NSString (NSString_stdstring)
+(id)stringWithstdstring:(std::string const &)string
{
std::string utf8;
utf8.reserve(string.size() + 1);
sf::Utf8::FromAnsi(string.begin(), string.end(), std::back_inserter(utf8));
NSString *str = [NSString stringWithCString:utf8.c_str()
encoding:NSUTF8StringEncoding];
return str;
}
-(std::string)tostdstring
{
// Not sure about the encoding to use. Using [self UTF8String] doesn't
// work for characters like é or à.
const char *cstr = [self cStringUsingEncoding:NSISOLatin1StringEncoding];
if (cstr != NULL)
{
std::string str(cstr);
return str;
}
else
{
return "";
}
}
+(id)stringWithstdwstring:(std::wstring const &)string
{
char* data = (char *)string.data();
unsigned size = string.size() * sizeof(wchar_t);
NSString *str = [[[NSString alloc] initWithBytes:data length:size
encoding:NSUTF32LittleEndianStringEncoding] autorelease];
return str;
}
-(std::wstring)tostdwstring
{
// According to wikipedia, Mac OS X is Little Endian on x86 and x86-64
// http://en.wikipedia.org/wiki/Endianness
NSData* asData = [self dataUsingEncoding:NSUTF32LittleEndianStringEncoding];
return std::wstring((wchar_t *)[asData bytes], [asData length] / sizeof(wchar_t));
}
@end

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{\rtf1\ansi\ansicpg1252\cocoartf1038\cocoasubrtf360
{\fonttbl\f0\fswiss\fcharset0 Helvetica;}
{\colortbl;\red255\green255\blue255;}
\paperw11900\paperh16840\vieww9600\viewh8400\viewkind0
\pard\tx560\tx1120\tx1680\tx2240\tx2800\tx3360\tx3920\tx4480\tx5040\tx5600\tx6160\tx6720\qj\pardirnatural
\f0\fs24 \cf0 See http://sfml-dev.org for more information}

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/* Localized versions of Info.plist keys */

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent.gom@gmail.com),
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#import <Cocoa/Cocoa.h>
int main(int argc, char *argv[])
{
return NSApplicationMain(argc, (const char **)argv);
}

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xcode/example/Cocoa/red.png Normal file

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33
xcode/example/readme.txt Normal file
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SFML IN COCOA APPLICATION
=========================
This is a small example of the integration of SFML in a Cocoa application.
System Requirements
-------------------
In order to run this example project you need :
* SFML 2 compiled as shared libs (dylib)
and installed into /usr/local;
* Xcode 4 (thus you will need Mac OS X 10.6 or greater).
Features
--------
* This example shows how basic UI elements can interact with SFML
render areas such as sf::RenderWindow (you can use sf::Window and
OpenGL code too, of course).
* It also provides tools for converting NSString to and from
std::[w]string in an Objective-C Category of NSString.
Special Considerations
----------------------
While mixing SFML into a Cocoa application you have to deal with mixing
C++ and Objective-C. In order to proceed you should use .mm extension for
Objective-C++ files.
Be aware of the limitations of Objective-C++. Please refer to the official
documentation provided by Apple for more information.
You can also work around these limitations by using CSFML.

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