//////////////////////////////////////////////////////////// // // 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); sf::FloatRect rect = sprite.getLocalBounds(); sf::Vector2f size(rect.width, rect.height); sprite.setOrigin(size / 2.f); sprite.scale(0.3, 0.3); unsigned int ww = renderWindow.getSize().x; unsigned int wh = renderWindow.getSize().y; 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; @property (assign) BOOL initialized; -(void)renderMainWindow:(NSTimer *)aTimer; @end // Finally, the implementation @implementation CocoaAppDelegate @synthesize window = m_window; @synthesize sfmlView = m_sfmlView; @synthesize textField = m_textField; @synthesize mainWindow = m_mainWindow; @synthesize renderTimer = m_renderTimer; @synthesize visible = m_visible; @synthesize initialized = m_initialized; - (id)init { self = [super init]; if (self) { self.initialized = NO; } return self; } -(void)applicationDidFinishLaunching:(NSNotification *)aNotification { if (!self.initialized) { // Init the 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. */ self.initialized = YES; } } -(void)dealloc { [self.renderTimer invalidate]; self.mainWindow->renderWindow.close(); self.window = nil; self.sfmlView = nil; self.textField = nil; delete (SFMLmainWindow *) 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(1.01f, 1.01f); } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { self.mainWindow->sprite.scale(0.99f, 0.99f); } // 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 { if (self.initialized) { // 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 { if (self.initialized) { float angle = [sender floatValue]; self.mainWindow->sprite.setRotation(angle); } } -(IBAction)visibleChanged:(NSButton *)sender { if (self.initialized) self.visible = [sender state] == NSOnState; } -(IBAction)textChanged:(NSTextField *)sender { if (self.initialized) self.mainWindow->text.setString([[sender stringValue] tostdwstring]); } - (IBAction)updateText:(NSButton *)sender { // Simply simulate textChanged : [self textChanged:self.textField]; } @end @implementation SilentWindow -(void)keyDown:(NSEvent *)theEvent { // Do nothing except preventing this alert. } @end