// // EAGLView.m // Doom // // Created by Cass Everitt on 2/20/09. // Copyright Id Software 2009. All rights reserved. // #import #import #import "EAGLView.h" #import "doomAppDelegate.h" #include "doomiphone.h" #include EAGLView *eaglview; EAGLContext *context; @implementation EAGLView // You must implement this method + (Class)layerClass { return [CAEAGLLayer class]; } CAEAGLLayer *eaglLayer; //The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder: - (id)initWithCoder:(NSCoder*)coder { self = [super initWithCoder:coder]; eaglview = self; // allow multiple touch events self.multipleTouchEnabled = true; // Get the layer eaglLayer = (CAEAGLLayer *)self.layer; // set opaque so UIKit doesn't try to blend it over other layers eaglLayer.opaque = YES; // set it to no-backing-retained so it can do ast pageflips instead // of update copies, and go to 565 bit depth for higher performance. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGB565, /* kEAGLColorFormatRGBA8, */ kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; assert( context ); if ( ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } glGenFramebuffersOES(1, &viewFramebuffer); glGenRenderbuffersOES(1, &viewRenderbuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer]; glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); glGenRenderbuffersOES(1, &depthRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer); glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer); if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES)); } glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); return self; } - (void) handleTouches:(UIEvent*)event { int touchCount = 0; static int previousTouchCount; static int touchRover; int touchThisSequence[MAX_TOUCHES]; memset( touchThisSequence, 0, sizeof( touchThisSequence ) ); NSSet *touches = [event allTouches]; // printf( "count: %i\n", [touches count] ); // lock the game out temporarily pthread_mutex_lock( &eventMutex ); for (UITouch *myTouch in touches) { CGPoint touchLocation = [myTouch locationInView:nil]; // handle landscape mode and flipping int x, y; if ( revLand->value ) { x = touchLocation.y; y = 319 - touchLocation.x; } else { x = 479 - touchLocation.y; y = touchLocation.x; } // printf( "%i, %i\n", x, y ); touchCount++; touch_t *t2; // find which one it is closest to int minDist = 64 * 64; // allow up to 64 unit moves to be drags int minIndex = -1; for ( int i = 0 ; i < MAX_TOUCHES ; i++ ) { t2 = &sysTouches[i]; if ( !t2->down ) { continue; } int dist = ( t2->x - x ) * ( t2->x - x ) + ( t2->y - y ) * ( t2->y - y ); if ( dist < minDist ) { minDist = dist; minIndex = i; } } if ( minIndex != -1 ) { // reuse a touch sysTouches[minIndex].x = x; sysTouches[minIndex].y = y; if (myTouch.phase == UITouchPhaseEnded) { // if this was released before the game got to see it, // make it a special case if ( sysTouches[minIndex].stateCount == 1 ) { // leave it in the down state with a special count sysTouches[minIndex].stateCount = -1; // printf( "Tap release touch on a reuse\n" ); } else { sysTouches[minIndex].down = false; sysTouches[minIndex].stateCount = 1; // printf( "Release touch on a reuse\n" ); } } else { if (myTouch.phase == UITouchPhaseBegan) { sysTouches[minIndex].stateCount = 1; sysTouches[minIndex].controlOwner = NULL; // printf( "Begin touch on a reuse\n" ); } else { // printf( "Drag touch on a reuse\n" ); } sysTouches[minIndex].down = true; } touchThisSequence[minIndex] = true; } else { if ( myTouch.phase != UITouchPhaseBegan ) { printf( "Non-local touch wasn't a begin\n" ); } else { // allocate a new one // grab the next rover spot // don't just use first-not-down, because that might // cause the release to be missed by the game code. int i, j; for ( j = 0 ; j < MAX_TOUCHES ; j++ ) { i = touchRover; t2 = &sysTouches[i]; touchRover = ( touchRover + 1 ) % MAX_TOUCHES; if ( !t2->down ) { break; } } if ( j == MAX_TOUCHES ) { printf( "MAX_TOUCHES, clearing everything!\n" ); memset( sysTouches, 0, sizeof( sysTouches ) ); continue; } // printf( "new touch down\n" ); t2->x = x; t2->y = y; t2->down = true; t2->controlOwner = NULL; t2->stateCount = 1; touchThisSequence[i] = true; } } } // Change any active touches to released if they weren't // in the touch set. This will happen if we forced a break because // a "moved" event was so large that it was very likely a release and // press of a different finger that happened to be in the same frame. for ( int i = 0 ; i < MAX_TOUCHES ; i++ ) { if ( sysTouches[i].down && !touchThisSequence[i] ) { printf( "clearing touch %i\n", i ); sysTouches[i].down = false; sysTouches[i].stateCount = 0; touchCount--; } } // toggle the console with four touches if ( touchCount == 4 && previousTouchCount != 4 ) { touchCount = 0; // won't get the releases, because the text field will eat them if ( textField == nil ) { // do this before starting the textField, which // takes a long time // iphoneActivateConsole(); textField = [UITextField alloc]; [textField initWithFrame:CGRectMake( 0, 0, 20, 20 ) ]; [self addSubview:textField]; [textField release]; textField.hidden = true; textField.delegate = self; textField.autocapitalizationType = UITextAutocapitalizationTypeNone; textField.autocorrectionType = UITextAutocorrectionTypeNo; [textField becomeFirstResponder]; } else { } } // the game is free to copy the touches now pthread_mutex_unlock( &eventMutex ); previousTouchCount = touchCount; } - (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event { // printf( "touchesBegan\n" ); [self handleTouches:event]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { // printf( "touchesMoved\n" ); [self handleTouches:event]; } - (void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { // printf( "touchesEnded\n" ); [self handleTouches:event]; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { // printf( "touchesCancelled\n" ); [self handleTouches:event]; } @end @implementation EAGLView (UITextFieldDelegate) char consoleCommand[1024]; - (BOOL)textFieldShouldReturn:(UITextField *)_textField { if ( eaglview->textField == nil ) { return YES; } // we can't just execute this, because we are running in another // thread, so fetch the line and the game will catch it next time // around // lock the game out temporarily pthread_mutex_lock( &eventMutex ); const char *line = [ eaglview->textField.text UTF8String ]; strncpy( consoleCommand, line, sizeof(consoleCommand)-1 ); eaglview->textField.text = [ NSString stringWithUTF8String: "" ]; // put it away [textField resignFirstResponder]; [textField removeFromSuperview]; textField = nil; // lock the game out temporarily pthread_mutex_unlock( &eventMutex ); return YES; } @end const char * SysIPhoneGetConsoleTextField() { if ( eaglview->textField == nil ) { return ""; } return [ eaglview->textField.text UTF8String ]; } void SysIPhoneSetConsoleTextField( const char * str) { assert( eaglview->textField != nil ); eaglview->textField.text = [ NSString stringWithUTF8String: str ]; } void SysIPhoneSwapBuffers() { [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } void SysIPhoneOpenURL( const char *url ) { Com_Printf( "OpenURL char *: %s\n", url ); NSString *nss = [NSString stringWithCString: url encoding: NSASCIIStringEncoding]; [[UIApplication sharedApplication] openURL:[NSURL URLWithString: nss]]; } void SysIPhoneSetUIKitOrientation( int isLandscapeRight ) { if ( isLandscapeRight ) { [UIApplication sharedApplication].statusBarOrientation = UIInterfaceOrientationLandscapeRight; } else { [UIApplication sharedApplication].statusBarOrientation = UIInterfaceOrientationLandscapeLeft; } }