wolf3d-ios/wolf3d/code/iphone/wolf3dViewController.m

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