mirror of
https://github.com/id-Software/Wolf3D-iOS.git
synced 2025-04-01 07:21:40 +00:00
237 lines
6.4 KiB
Objective-C
237 lines
6.4 KiB
Objective-C
/*
|
|
|
|
Copyright (C) 2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the WOLF3D iOS v2.1 GPL Source Code.
|
|
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
#import <QuartzCore/QuartzCore.h>
|
|
|
|
#import "wolf3dViewController.h"
|
|
#import "EAGLView.h"
|
|
#import "wolfiphone.h"
|
|
//#import "wolf3dAppDelegate.h"
|
|
|
|
@interface wolf3dViewController ()
|
|
@property (nonatomic, retain) EAGLContext *context;
|
|
@property (nonatomic, assign) CADisplayLink *displayLink;
|
|
@end
|
|
|
|
@implementation wolf3dViewController
|
|
|
|
@synthesize animating, context, displayLink, active;
|
|
|
|
|
|
- (id)initWithNibName:(NSString*)file bundle:(NSBundle*)bundle
|
|
{
|
|
// Get the application's window dimensions.
|
|
EAGLView *glView = [[EAGLView alloc] initWithFrame:[UIScreen mainScreen].applicationFrame];
|
|
self.view = glView;
|
|
[glView release];
|
|
|
|
EAGLContext *aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
|
|
|
|
if (!aContext)
|
|
NSLog(@"Failed to create ES context");
|
|
else if (![EAGLContext setCurrentContext:aContext])
|
|
NSLog(@"Failed to set ES context current");
|
|
|
|
self.context = aContext;
|
|
[aContext release];
|
|
|
|
[(EAGLView *)self.view setContext:context];
|
|
[(EAGLView *)self.view setFramebuffer];
|
|
|
|
animating = FALSE;
|
|
animationFrameInterval = DEFAULT_FRAME_INTERVAL;
|
|
self.displayLink = nil;
|
|
|
|
// Now that we have a context, we can init the render system.
|
|
iphoneStartup();
|
|
|
|
return self;
|
|
}
|
|
|
|
|
|
|
|
- (void)awakeFromNib
|
|
{
|
|
EAGLView *glView = [[EAGLView alloc] initWithFrame:[UIScreen mainScreen].applicationFrame];
|
|
self.view = glView;
|
|
[glView release];
|
|
|
|
EAGLContext *aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
|
|
|
|
if (!aContext)
|
|
NSLog(@"Failed to create ES context");
|
|
else if (![EAGLContext setCurrentContext:aContext])
|
|
NSLog(@"Failed to set ES context current");
|
|
|
|
self.context = aContext;
|
|
[aContext release];
|
|
|
|
[(EAGLView *)self.view setContext:context];
|
|
[(EAGLView *)self.view setFramebuffer];
|
|
|
|
animating = FALSE;
|
|
animationFrameInterval = DEFAULT_FRAME_INTERVAL;
|
|
self.displayLink = nil;
|
|
}
|
|
|
|
- (void)didReceiveMemoryWarning {
|
|
// Releases the view if it doesn't have a superview.
|
|
[super didReceiveMemoryWarning];
|
|
|
|
// Release any cached data, images, etc. that aren't in use.
|
|
}
|
|
|
|
- (void)dealloc {
|
|
// Stop orientation notifications.
|
|
[[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications];
|
|
|
|
// Tear down context.
|
|
if ([EAGLContext currentContext] == context)
|
|
[EAGLContext setCurrentContext:nil];
|
|
|
|
[context release];
|
|
|
|
[super dealloc];
|
|
}
|
|
|
|
- (void)viewWillAppear:(BOOL)animated
|
|
{
|
|
[self startAnimation];
|
|
|
|
[super viewWillAppear:animated];
|
|
}
|
|
|
|
- (void)viewWillDisappear:(BOOL)animated
|
|
{
|
|
[self setActive:NO];
|
|
|
|
[super viewWillDisappear:animated];
|
|
}
|
|
|
|
- (void)viewDidUnload
|
|
{
|
|
[super viewDidUnload];
|
|
|
|
[self stopAnimation];
|
|
|
|
// Tear down context.
|
|
if ([EAGLContext currentContext] == context)
|
|
[EAGLContext setCurrentContext:nil];
|
|
self.context = nil;
|
|
}
|
|
|
|
- (NSInteger)animationFrameInterval
|
|
{
|
|
return animationFrameInterval;
|
|
}
|
|
|
|
- (void)setAnimationFrameInterval:(NSInteger)frameInterval
|
|
{
|
|
/*
|
|
Frame interval defines how many display frames must pass between each time the display link fires.
|
|
The display link will only fire 30 times a second when the frame internal is two on a display that refreshes 60 times a second. The default frame interval setting of one will fire 60 times a second when the display refreshes at 60 times a second. A frame interval setting of less than one results in undefined behavior.
|
|
*/
|
|
if (frameInterval >= 1)
|
|
{
|
|
animationFrameInterval = frameInterval;
|
|
|
|
if (animating)
|
|
{
|
|
[self stopAnimation];
|
|
[self startAnimation];
|
|
}
|
|
}
|
|
}
|
|
|
|
- (void)startAnimation
|
|
{
|
|
if ( !animating )
|
|
{
|
|
// The UIScreen method is not supported pre-4.0.
|
|
// Not worrying about supporting external displays yet, so just create a default display link.
|
|
//CADisplayLink *aDisplayLink = [[UIScreen mainScreen] displayLinkWithTarget:self selector:@selector(drawFrame)];
|
|
CADisplayLink *aDisplayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawFrame)];
|
|
[aDisplayLink setFrameInterval:animationFrameInterval];
|
|
[aDisplayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
|
|
self.displayLink = aDisplayLink;
|
|
|
|
animating = TRUE;
|
|
}
|
|
}
|
|
|
|
- (void)stopAnimation
|
|
{
|
|
if ( animating )
|
|
{
|
|
[self.displayLink invalidate];
|
|
self.displayLink = nil;
|
|
animating = FALSE;
|
|
}
|
|
}
|
|
|
|
- (void)drawFrame
|
|
{
|
|
// Check out framerate
|
|
//CFTimeInterval frameTime = [displayLink duration];
|
|
//CFTimeInterval stamp = [displayLink timestamp];
|
|
|
|
//if ( frameTime < 0.016666 ) {
|
|
// NSLog( @"Frame timestamp: %f\n", stamp );
|
|
//}
|
|
|
|
//[ (wolf3dAppDelegate *)[UIApplication sharedApplication].delegate restartAccelerometerIfNeeded];
|
|
|
|
if ( !active ) {
|
|
// We are in the menus, only need to update sound.
|
|
Sound_Update( vnull, vnull, vnull, vnull );
|
|
return;
|
|
}
|
|
|
|
picTimingClear();
|
|
|
|
[(EAGLView *)self.view setFramebuffer];
|
|
|
|
NSTimeInterval startTime = [NSDate timeIntervalSinceReferenceDate];
|
|
iphoneFrame();
|
|
|
|
NSTimeInterval gameTime = [NSDate timeIntervalSinceReferenceDate] - startTime;
|
|
if ( gameTime > 0.0166 ) {
|
|
/* NSLog (@"Frame took %.8f seconds.", gameTime);
|
|
NSLog (@" Sound_Update took %.8f seconds.", soundTime );
|
|
NSLog (@" iphoneDrawMenus took %.8f seconds.", menuTime );
|
|
soundTime = 0;
|
|
menuTime = 0;
|
|
picTimingPrint();
|
|
*/ }
|
|
|
|
[(EAGLView *)self.view presentFramebuffer];
|
|
|
|
}
|
|
|
|
// Clears the renderbuffer and immediately displays it.
|
|
- (void)clearAndPresentRenderbuffer {
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
[(EAGLView *)self.view presentFramebuffer];
|
|
}
|
|
|
|
@end
|