//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2023 Marco Antognini (antognini.marco@gmail.com), // Laurent Gomila (laurent@sfml-dev.org) // // 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" #include // These define are used for converting the color of the NSPopUpButton #define BLUE @"Blue" #define GREEN @"Green" #define RED @"Red" #pragma GCC diagnostic ignored "-Wdeprecated-declarations" // Our PIMPL struct SFMLmainWindow { SFMLmainWindow(sf::WindowHandle win) : renderWindow(win) { std::filesystem::path resPath = [[[NSBundle mainBundle] resourcePath] tostdstring]; if (!logo.loadFromFile(resPath / "logo.png")) NSLog(@"Couldn't load the logo image"); logo.setSmooth(true); sprite.setOrigin(sprite.getLocalBounds().getCenter()); sprite.scale({0.3f, 0.3f}); sprite.setPosition(sf::Vector2f(renderWindow.getSize()) / 2.f); if (!font.loadFromFile(resPath / "tuffy.ttf")) NSLog(@"Couldn't load the font"); text.setFillColor(sf::Color::White); } sf::RenderWindow renderWindow; sf::Font font; sf::Text text{font}; sf::Texture logo; sf::Sprite sprite{logo}; sf::Color background{sf::Color::Blue}; }; // 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 { (void)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:1.0 / 60.0 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 static_cast(self.mainWindow); self.mainWindow = 0; self.renderTimer = nil; [super dealloc]; } - (void)renderMainWindow:(NSTimer*)aTimer { (void)aTimer; // Scaling /* /!\ we do this at 60fps so choose low scaling factor! /!\ */ if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Up)) self.mainWindow->sprite.scale({1.01f, 1.01f}); if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::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(sf::degrees(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 { (void)sender; // Simply simulate textChanged: [self textChanged:self.textField]; } @end @implementation SilentWindow - (void)keyDown:(NSEvent*)theEvent { (void)theEvent; // Do nothing except preventing this alert. } @end