iOS frontend and XCode project

This commit is contained in:
Xawotihs
2010-12-12 15:58:47 +00:00
parent 32d614e23b
commit 3cb652087d
15 changed files with 2970 additions and 0 deletions

349
JGE/src/iOS/EAGLView.m Executable file
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#import "EAGLView.h"
#import "ES2Renderer.h"
#include <sys/time.h>
#include "JGE.h"
#include "JTypes.h"
#include "JApp.h"
#include "JFileSystem.h"
#include "JRenderer.h"
#include "JGameLauncher.h"
uint64_t lastTickCount;
JGE* g_engine = NULL;
static JApp* g_app = NULL;
static JGameLauncher* g_launcher = NULL;
void JGECreateDefaultBindings()
{
}
int JGEGetTime()
{
return CFAbsoluteTimeGetCurrent() * 1000;
}
bool InitGame(void)
{
g_engine = JGE::GetInstance();
g_app = g_launcher->GetGameApp();
g_app->Create();
g_engine->SetApp(g_app);
JRenderer::GetInstance()->Enable2D();
struct timeval tv;
gettimeofday(&tv, NULL);
lastTickCount = tv.tv_sec * 1000 + tv.tv_usec / 1000;
return true;
}
void DestroyGame(void)
{
g_engine->SetApp(NULL);
if (g_app)
{
g_app->Destroy();
delete g_app;
g_app = NULL;
}
JGE::Destroy();
g_engine = NULL;
}
@implementation EAGLView
@synthesize animating;
@dynamic animationFrameInterval;
@synthesize currentLocation;
// You must implement this method
+ (Class)layerClass
{
return [CAEAGLLayer class];
}
- (void)dealloc
{
[renderer release];
[super dealloc];
}
-(id)initWithFrame:(CGRect)frame {
NSLog(@"EAGL View - init With Frame: origin(%f %f) size(%f %f)",
frame.origin.x, frame.origin.y, frame.size.width, frame.size.height);
if ((self = [super initWithFrame:frame])) {
self = [self initialize];
} // if ((self = [super initWithFrame:frame]))
return self;
}
//The EAGL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
- (id)initWithCoder:(NSCoder*)coder
{
if ((self = [super initWithCoder:coder]))
{
self = [self initialize];
}
return self;
}
-(id)initialize {
NSLog(@"EAGL View - initialize EAGL");
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
NSLog(@"bounds: %f %f %f %f", eaglLayer.bounds.origin.x, eaglLayer.bounds.origin.y, eaglLayer.bounds.size.width, eaglLayer.bounds.size.height);
eaglLayer.opaque = TRUE;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
nil];
renderer = [[ES2Renderer alloc] init];
if (!renderer)
{
NSLog(@"OpenGl ES2 Renderer creation failed, time to code some OpenGl ES1.1 Renderer !!!");
[self release];
return nil;
}
animating = FALSE;
started = FALSE;
animationFrameInterval = 1;
displayLink = nil;
UIGestureRecognizer *recognizer;
/*
Create a double tap recognizer to handle OK.
*/
recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleOK:)];
[self addGestureRecognizer:recognizer];
((UITapGestureRecognizer*)recognizer).numberOfTapsRequired = 2;
[recognizer release];
/*
Create a 2 fingers right swipe gesture recognizer to handle next phase.
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleNextPhase:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionRight;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer release];
/*
Create a 2 fingers left swipe gesture recognizer to handle interruption.
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleInterrupt:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionLeft;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer release];
/*
Create a 3 fingers up swipe gesture recognizer to handle menu.
*/
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleMenu:)];
((UISwipeGestureRecognizer*)recognizer).direction = UISwipeGestureRecognizerDirectionUp;
((UISwipeGestureRecognizer*)recognizer).numberOfTouchesRequired = 3;
[self addGestureRecognizer:recognizer];
[recognizer release];
/*
Create a 2 fingers long press gesture recognizer to handle hand display.
*/
recognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleHand:)];
((UILongPressGestureRecognizer*)recognizer).minimumPressDuration = 1;
((UILongPressGestureRecognizer*)recognizer).numberOfTouchesRequired = 2;
[self addGestureRecognizer:recognizer];
[recognizer release];
return self;
}
- (void)handleHand:(UILongPressGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
}
- (void)handleMenu:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
}
- (void)handleInterrupt:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_SEC);
}
- (void)handleNextPhase:(UISwipeGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_PREV);
}
- (void)handleOK:(UITapGestureRecognizer *)recognizer {
g_engine->HoldKey_NoRepeat(JGE_BTN_OK);
}
- (void)drawView:(id)sender
{
[renderer render];
}
- (void)layoutSubviews
{
[self stopAnimation];
[renderer resizeFromLayer:(CAEAGLLayer*)self.layer];
[self startAnimation];
[self drawView: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)
{
// CADisplayLink is API new to iPhone SDK 3.1. Compiling against earlier versions will result in a warning, but can be dismissed
// if the system version runtime check for CADisplayLink exists in -initWithCoder:. The runtime check ensures this code will
// not be called in system versions earlier than 3.1.
displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(drawView:)];
[displayLink setFrameInterval:animationFrameInterval];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
animating = TRUE;
}
if(!started)
{
// Init JGE mess
g_launcher = new JGameLauncher();
u32 flags = g_launcher->GetInitFlags();
if ((flags&JINIT_FLAG_ENABLE3D)!=0)
{
JRenderer::Set3DFlag(true);
}
if (!InitGame())
{
//return 1;
}
JGECreateDefaultBindings();
started = TRUE;
}
}
- (void)stopAnimation
{
if (animating)
{
[displayLink invalidate];
displayLink = nil;
animating = FALSE;
}
}
// Handles the start of a touch
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* touch = [[event touchesForView:self] anyObject];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
currentLocation = [touch previousLocationInView:self];
ES2Renderer* es2renderer = (ES2Renderer*)renderer;
int actualWidth = (int) JRenderer::GetInstance()->GetActualWidth();
int actualHeight = (int) JRenderer::GetInstance()->GetActualHeight();
if (currentLocation.y >= es2renderer.viewPort.top &&
currentLocation.y <= es2renderer.viewPort.bottom &&
currentLocation.x <= es2renderer.viewPort.right &&
currentLocation.x >= es2renderer.viewPort.left) {
g_engine->LeftClicked(
((currentLocation.x-es2renderer.viewPort.left)*SCREEN_WIDTH)/actualWidth,
((currentLocation.y-es2renderer.viewPort.top)*SCREEN_HEIGHT)/actualHeight);
} else if(currentLocation.y<es2renderer.viewPort.top) {
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
} else if(currentLocation.y>es2renderer.viewPort.bottom) {
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
}
}
// Handles the continuation of a touch.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* touch = [[event touchesForView:self] anyObject];
// Convert touch point from UIView referential to OpenGL one (upside-down flip)
currentLocation = [touch previousLocationInView:self];
ES2Renderer* es2renderer = (ES2Renderer*)renderer;
int actualWidth = (int) JRenderer::GetInstance()->GetActualWidth();
int actualHeight = (int) JRenderer::GetInstance()->GetActualHeight();
if (currentLocation.y >= es2renderer.viewPort.top &&
currentLocation.y <= es2renderer.viewPort.bottom &&
currentLocation.x <= es2renderer.viewPort.right &&
currentLocation.x >= es2renderer.viewPort.left) {
g_engine->LeftClicked(
((currentLocation.x-es2renderer.viewPort.left)*SCREEN_WIDTH)/actualWidth,
((currentLocation.y-es2renderer.viewPort.top)*SCREEN_HEIGHT)/actualHeight);
} else if(currentLocation.y<es2renderer.viewPort.top) {
g_engine->HoldKey_NoRepeat(JGE_BTN_MENU);
} else if(currentLocation.y>es2renderer.viewPort.bottom) {
g_engine->HoldKey_NoRepeat(JGE_BTN_NEXT);
}
}
// Handles the end of a touch event.
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
// If appropriate, add code necessary to save the state of the application.
// This application is not saving state.
}
@end