2011-07-16 04:09:49 +08:00
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2011 Marco Antognini (antognini.marco@gmail.com),
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// Laurent Gomila (laurent.gom@gmail.com),
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#import "CocoaAppDelegate.h"
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#import "NSString+stdstring.h"
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// These define are used for converting the color of the NSPopUpButton
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#define BLUE @"Blue"
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#define GREEN @"Green"
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#define RED @"Red"
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// Our PIMPL
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struct SFMLmainWindow
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{
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SFMLmainWindow(sf::WindowHandle win)
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: renderWindow(win)
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, background(sf::Color::Blue)
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{
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std::string resPath = [[[NSBundle mainBundle] resourcePath] tostdstring];
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if (!logo.LoadFromFile(resPath + "/logo.png")) {
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NSLog(@"Couldn't load the logo image");
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}
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2011-08-20 18:16:08 +08:00
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logo.SetSmooth(true);
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sprite.SetTexture(logo, true);
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2012-01-07 23:20:01 +08:00
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sf::FloatRect rect = sprite.GetLocalBounds();
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sf::Vector2f size(rect.Width, rect.Height);
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sprite.SetOrigin(size / 2.f);
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2011-07-16 04:09:49 +08:00
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sprite.Scale(0.3, 0.3);
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unsigned int ww = renderWindow.GetWidth();
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unsigned int wh = renderWindow.GetHeight();
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sprite.SetPosition(sf::Vector2f(ww, wh) / 2.f);
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text.SetColor(sf::Color::White);
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}
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sf::RenderWindow renderWindow;
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sf::Text text;
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2011-08-20 18:16:08 +08:00
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sf::Texture logo;
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2011-07-16 04:09:49 +08:00
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sf::Sprite sprite;
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sf::Color background;
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};
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// Private stuff
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@interface CocoaAppDelegate ()
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@property (assign) SFMLmainWindow *mainWindow;
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@property (retain) NSTimer *renderTimer;
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@property (assign) BOOL visible;
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-(void)renderMainWindow:(NSTimer *)aTimer;
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@end
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// Finally, the implementation
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@implementation CocoaAppDelegate
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@synthesize window = _window;
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@synthesize sfmlView = _sfmlView;
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@synthesize textField = _textField;
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@synthesize mainWindow = _mainWindow;
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@synthesize renderTimer = _renderTimer;
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@synthesize visible = _visible;
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-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
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{
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// Init the 1st SFML render area.
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self.mainWindow = new SFMLmainWindow(self.sfmlView);
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self.mainWindow->text.SetString([self.textField.stringValue tostdwstring]);
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self.visible = YES;
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// Launch the timer to periodically display our stuff into the Cocoa view.
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self.renderTimer = [NSTimer timerWithTimeInterval:1.f/60.f
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target:self
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selector:@selector(renderMainWindow:)
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userInfo:nil
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repeats:YES];
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[[NSRunLoop mainRunLoop] addTimer:self.renderTimer
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forMode:NSDefaultRunLoopMode];
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[[NSRunLoop mainRunLoop] addTimer:self.renderTimer
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forMode:NSEventTrackingRunLoopMode];
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/*
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* This is really some ugly code but in order to have the timer fired
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* periodically we need to add it to the two above runloop mode.
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*
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* The default mode allows timer firing while the user doesn't do anything
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* while the second mode allows timer firing while he is using a slider
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* or a menu.
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*/
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}
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-(void)dealloc
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{
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[self.renderTimer invalidate];
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self.mainWindow->renderWindow.Close();
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self.window = nil;
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self.sfmlView = nil;
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self.textField = nil;
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delete self.mainWindow;
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self.mainWindow = 0;
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self.renderTimer = nil;
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[super dealloc];
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}
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-(void)renderMainWindow:(NSTimer *)aTimer
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{
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// Scaling
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/* /!\ we do this at 60fps so choose low scaling factor! /!\ */
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if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Up))
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{
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self.mainWindow->sprite.Scale(1.01, 1.01);
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}
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if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Down))
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{
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self.mainWindow->sprite.Scale(0.99, 0.99);
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}
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// Clear the window, display some stuff and display it into our view.
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self.mainWindow->renderWindow.Clear(self.mainWindow->background);
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if (self.visible)
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{
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self.mainWindow->renderWindow.Draw(self.mainWindow->sprite);
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}
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self.mainWindow->renderWindow.Draw(self.mainWindow->text);
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self.mainWindow->renderWindow.Display();
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}
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-(IBAction)colorChanged:(NSPopUpButton *)sender
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{
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// Convert title to color
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NSString *color = [[sender selectedItem] title];
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if ([color isEqualToString:BLUE])
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{
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self.mainWindow->background = sf::Color::Blue;
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}
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else if ([color isEqualToString:GREEN])
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{
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self.mainWindow->background = sf::Color::Green;
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}
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else
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{
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self.mainWindow->background = sf::Color::Red;
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}
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}
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-(IBAction)rotationChanged:(NSSlider *)sender
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{
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float angle = [sender floatValue];
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self.mainWindow->sprite.SetRotation(angle);
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}
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-(IBAction)visibleChanged:(NSButton *)sender
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{
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self.visible = [sender state] == NSOnState;
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}
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-(IBAction)textChanged:(NSTextField *)sender
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{
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self.mainWindow->text.SetString([[sender stringValue] tostdwstring]);
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}
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- (IBAction)updateText:(NSButton *)sender
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{
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// Simply simulate textChanged :
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[self textChanged:self.textField];
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}
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@end
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