SFML/examples/cocoa/CocoaAppDelegate.mm
2024-09-12 17:37:10 +02:00

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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2024 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 <filesystem>
// 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)
{
logo.setSmooth(true);
sprite.setOrigin(sprite.getLocalBounds().getCenter());
sprite.scale({0.3f, 0.3f});
sprite.setPosition(sf::Vector2f(renderWindow.getSize()) / 2.f);
text.setFillColor(sf::Color::White);
}
std::filesystem::path resPath{[[[NSBundle mainBundle] resourcePath] tostdstring]};
sf::RenderWindow renderWindow;
sf::Font font{resPath / "tuffy.ttf"};
sf::Text text{font};
sf::Texture logo{resPath / "logo.png"};
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 they are 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<SFMLmainWindow*>(self.mainWindow);
self.mainWindow = nil;
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