blob: 3b51fa60795a487d48fc2c5e054b1bee03f30940 [file] [log] [blame]
/*
* DemoViewController.mm
*
* Copyright (c) 2014-2018 The Brenwill Workshop Ltd. (http://www.brenwill.com)
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#import "DemoViewController.h"
#import <QuartzCore/CAMetalLayer.h>
#include "ShellMVK.h"
#include "Hologram.h"
#pragma mark -
#pragma mark DemoViewController
@implementation DemoViewController {
CVDisplayLinkRef _displayLink;
ShellMVK* _shell;
Game* _game;
}
-(void) dealloc {
delete _shell;
delete _game;
CVDisplayLinkRelease(_displayLink);
[super dealloc];
}
/** Since this is a single-view app, initialize Vulkan during view loading. */
-(void) viewDidLoad {
[super viewDidLoad];
self.view.wantsLayer = YES; // Back the view with a layer created by the makeBackingLayer method.
std::vector<std::string> args;
// args.push_back("-p"); // Uncomment to use push constants
// args.push_back("-s"); // Uncomment to use a single thread
_game = new Hologram(args);
_shell = new ShellMVK(*_game);
_shell->run(self.view);
CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink);
CVDisplayLinkSetOutputCallback(_displayLink, &DisplayLinkCallback, _shell);
CVDisplayLinkStart(_displayLink);
}
#pragma mark Display loop callback function
/** Rendering loop callback function for use with a CVDisplayLink. */
static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink,
const CVTimeStamp* now,
const CVTimeStamp* outputTime,
CVOptionFlags flagsIn,
CVOptionFlags* flagsOut,
void* target) {
((ShellMVK*)target)->update_and_draw();
return kCVReturnSuccess;
}
-(void) viewDidAppear {
self.view.window.initialFirstResponder = self.view;
}
// Delegated from the view as first responder.
-(void) keyDown:(NSEvent*) theEvent {
Game::Key key;
switch (theEvent.keyCode) {
case 53:
key = Game::KEY_ESC;
break;
case 126:
key = Game::KEY_UP;
break;
case 125:
key = Game::KEY_DOWN;
break;
case 49:
key = Game::KEY_SPACE;
break;
case 3:
key = Game::KEY_F;
break;
default:
key = Game::KEY_UNKNOWN;
break;
}
_game->on_key(key);
}
@end
#pragma mark -
#pragma mark DemoView
@implementation DemoView
/** Indicates that the view wants to draw using the backing layer instead of using drawRect:. */
-(BOOL) wantsUpdateLayer { return YES; }
/** Returns a Metal-compatible layer. */
+(Class) layerClass { return [CAMetalLayer class]; }
/** If the wantsLayer property is set to YES, this method will be invoked to return a layer instance. */
-(CALayer*) makeBackingLayer {
CALayer* layer = [self.class.layerClass layer];
CGSize viewScale = [self convertSizeToBacking: CGSizeMake(1.0, 1.0)];
layer.contentsScale = MIN(viewScale.width, viewScale.height);
return layer;
}
-(BOOL) acceptsFirstResponder { return YES; }
@end