SFML/xcode/example/Cocoa/CocoaAppDelegate.mm
2011-08-20 12:28:21 +02:00

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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 "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");
}
logo.SetSmooth(true);
sprite.SetTexture(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::Texture 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