Source release of Wolfenstein 3D Classic Platinum for iOS, 2.1

This commit is contained in:
Travis Bradshaw
2012-01-31 17:08:50 -06:00
parent 16304944b4
commit d7fff51d7d
235 changed files with 64191 additions and 1418 deletions

View File

@@ -1,11 +1,25 @@
//
// EAGLView.m
// wolf3d
//
// Created by Cass Everitt on 2/20/09.
// Copyright Id Software 2009. All rights reserved.
//
/*
Copyright (C) 2009-2011 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>
@@ -16,8 +30,6 @@
#include "wolfiphone.h"
//gsh
//#define NOTIFYLISTEN //uncomment to receive notifications
@@ -60,218 +72,235 @@ struct AVSystemControllerPrivate;
@end
AVSystemController *SharedAVSystemController;
EAGLView *eaglview;
EAGLView *eaglview = nil;
// A class extension to declare private methods
@interface EAGLView ()
@property (nonatomic, retain) EAGLContext *context;
@property (nonatomic, assign) NSTimer *animationTimer;
- (void) destroyFramebuffer;
- (void) swapBuffers;
@interface EAGLView (PrivateMethods)
- (void)createFramebuffer;
- (void)deleteFramebuffer;
@end
@implementation EAGLView
@synthesize context;
@synthesize animationTimer;
@synthesize animationInterval;
@dynamic context;
// You must implement this method
+ (Class)layerClass {
return [CAEAGLLayer class];
}
//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];
- (id)initWithFrame:(CGRect)aRect {
self = [super initWithFrame:aRect];
eaglview = self;
if ( self ) {
[self setMultipleTouchEnabled:YES];
// Get the layer
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
// Support rendering at native resolution on devices with Retina displays.
if( [self respondsToSelector:@selector(contentScaleFactor)] ) {
self.contentScaleFactor = deviceScale;
}
eaglLayer.opaque = YES;
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;
}
self.multipleTouchEnabled = true;
[EAGLContext setCurrentContext:context];
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);
#if 0
// set swapinterval if possible
void *eglSwapInterval;
eglSwapInterval = dlsym( RTLD_DEFAULT, "eglSwapInterval" );
if ( eglSwapInterval ) {
((void(*)(int))eglSwapInterval)( 2 );
}
#endif
// Get the layer
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = TRUE;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO],
kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGB565,
kEAGLDrawablePropertyColorFormat,
nil];
//self.multipleTouchEnabled = true;
#ifdef VOLUMEHACK
//-------------------
// Volume Button Hack
//gsh
// Note: MediaPlayer framework required for this trick
//create a MPVolumeView to hack the volume button
CGRect frame = CGRectMake(0, -30, 180, 10); //put this thing offscreen
volumeView = [[[MPVolumeView alloc] initWithFrame:frame] autorelease];
[volumeView sizeToFit];
[self addSubview:volumeView];
// Find the volume view slider
for (UIView *view in [volumeView subviews]){
if ([[[view class] description] isEqualToString:@"MPVolumeSlider"]) {
volumeViewSlider = (UISlider *)view;
//-------------------
// Volume Button Hack
//gsh
// Note: MediaPlayer framework required for this trick
//create a MPVolumeView to hack the volume button
CGRect frame = CGRectMake(0, -30, 180, 10); //put this thing offscreen
volumeView = [[[MPVolumeView alloc] initWithFrame:frame] autorelease];
[volumeView sizeToFit];
[self addSubview:volumeView];
// Find the volume view slider
for (UIView *view in [volumeView subviews]){
if ([[[view class] description] isEqualToString:@"MPVolumeSlider"]) {
volumeViewSlider = (UISlider *)view;
}
}
}
//listen for volume changes
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(volumeListener:)
name:@"AVSystemController_SystemVolumeDidChangeNotification"
object:nil];
//listen for volume changes
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(volumeListener:)
name:@"AVSystemController_SystemVolumeDidChangeNotification"
object:nil];
//---------------------
#endif
#ifdef NOTIFYLISTEN //gsh
//this is a general purpose listener
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(notificationListener:)
name:nil
object:nil];
//this is a general purpose listener
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(notificationListener:)
name:nil
object:nil];
#endif
// with swapinterval, we want to update as fast as possible
float interval = 1.0 / 30.0f;
self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:interval
target:self
selector:@selector(drawView)
userInfo:nil repeats:YES];
}
return self;
}
//gsh
- (void)viewDidLoad {
Com_Printf("\n---------------\nviewDidLoad() called\n---------------\n\n");
}
- (void)drawView {
[ (wolf3dAppDelegate *)[UIApplication sharedApplication].delegate restartAccelerometerIfNeeded];
#if 0
//------------------
// Volume button hack
{
if ( SharedAVSystemController ) {
float newVolume;
NSString *categoryName;
static float activeVolume = 0.9;
if ([SharedAVSystemController getActiveCategoryVolume:&newVolume andName:&categoryName]) {
if (activeVolume < newVolume) {
[SharedAVSystemController setActiveCategoryVolumeTo:activeVolume];
Com_Printf( "Volume up: %i\n", Sys_Milliseconds() );
}
}
}
}
#endif
#ifdef VOLUMEHACK
//------------------
// volume hack
//check for volume adjustments gsh
if ( menuState == IPM_CONTROLS)
{
if (lastFramesVolume != s_masterVolume->value)
{
lastFramesVolume = s_masterVolume->value;
[volumeViewSlider setValue:lastFramesVolume animated:NO];
[volumeViewSlider _commitVolumeChange];
}
}
#endif
iphoneFrame(); // swapBuffers() will be called from here
}
- (void)swapBuffers {
// glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
loggedTimes[iphoneFrameNum&(MAX_LOGGED_TIMES-1)].beforeSwap = Sys_Milliseconds();
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
loggedTimes[iphoneFrameNum&(MAX_LOGGED_TIMES-1)].afterSwap = Sys_Milliseconds();
}
- (void)layoutSubviews {
[self drawView];
}
- (void)destroyFramebuffer {
glDeleteFramebuffersOES(1, &viewFramebuffer);
viewFramebuffer = 0;
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
viewRenderbuffer = 0;
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
- (void)dealloc {
if ([EAGLContext currentContext] == context) {
- (void)setContext:(EAGLContext *)newContext
{
if (context != newContext)
{
[self deleteFramebuffer];
[context release];
context = [newContext retain];
[EAGLContext setCurrentContext:nil];
}
}
- (void)createFramebuffer
{
if (context && !defaultFramebuffer)
{
[EAGLContext setCurrentContext:context];
// Create default framebuffer object.
glGenFramebuffersOES(1, &defaultFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
// Create color render buffer and allocate backing store.
glGenRenderbuffersOES(1, &colorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer *)self.layer];
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &framebufferWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &framebufferHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
// Create the depth render buffer and allocate backing store.
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, framebufferWidth, framebufferHeight);
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));
}
// We can bind the color buffer here to avoid doing it every frame.
glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
}
}
- (void)deleteFramebuffer
{
if (context)
{
[EAGLContext setCurrentContext:context];
if (defaultFramebuffer)
{
glDeleteFramebuffersOES(1, &defaultFramebuffer);
defaultFramebuffer = 0;
}
if (colorRenderbuffer)
{
glDeleteRenderbuffersOES(1, &colorRenderbuffer);
colorRenderbuffer = 0;
}
if (depthRenderbuffer)
{
glDeleteFramebuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
}
}
- (void)setFramebuffer
{
if (context)
{
[EAGLContext setCurrentContext:context];
if (!defaultFramebuffer)
[self createFramebuffer];
//glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
//glViewport(0, 0, framebufferWidth, framebufferHeight);
}
}
- (BOOL)presentFramebuffer
{
BOOL success = FALSE;
[context release];
if (context)
{
[EAGLContext setCurrentContext:context];
//glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
if ( gl_config.framebuffer_discard ) {
const GLenum discards[] = {GL_DEPTH_ATTACHMENT_OES};
glDiscardFramebufferEXT(GL_FRAMEBUFFER_OES,1,discards);
}
loggedTimes[iphoneFrameNum&(MAX_LOGGED_TIMES-1)].beforeSwap = Sys_Milliseconds();
success = [context presentRenderbuffer:GL_RENDERBUFFER_OES];
loggedTimes[iphoneFrameNum&(MAX_LOGGED_TIMES-1)].afterSwap = Sys_Milliseconds();
}
return success;
}
- (void)layoutSubviews {
//float widthRatio = ( self.bounds.size.width * deviceScale ) / REFERENCE_WIDTH;
//float heightRatio = ( self.bounds.size.height * deviceScale ) / REFERENCE_HEIGHT;
[self deleteFramebuffer];
/*
if ( widthRatio < heightRatio ) {
screenScale = widthRatio;
} else {
screenScale = heightRatio;
}
// Set the global width and height so the game code can access it.
// since the game runs in landscape, we must switch width and height.
viddef.width = self.bounds.size.width * deviceScale;
viddef.height = self.bounds.size.height * deviceScale;
*/
// Need to re-arrange the HUD now that the screen changed.
if ( controlScheme ) {
HudSetForScheme( controlScheme->value );
}
}
- (void)dealloc {
[self deleteFramebuffer];
[context release];
[super dealloc];
}
@@ -287,7 +316,7 @@ EAGLView *eaglview;
NSSet *t = [event allTouches];
for (UITouch *myTouch in t)
{
CGPoint touchLocation = [myTouch locationInView:nil];
CGPoint touchLocation = [myTouch locationInView:self];
points[ 2 * touchCount + 0 ] = touchLocation.x;
points[ 2 * touchCount + 1 ] = touchLocation.y; // ( h - 1 ) - touchLocation.y;
@@ -434,10 +463,6 @@ void SysIPhoneSetConsoleTextField( const char * str) {
eaglview->textField.text = [ NSString stringWithUTF8String: str ];
}
void SysIPhoneSwapBuffers() {
[eaglview swapBuffers];
}
void SysIPhoneOpenURL( const char *url ) {
Com_Printf( "OpenURL char *: %s\n", url );
@@ -445,14 +470,6 @@ void SysIPhoneOpenURL( const char *url ) {
[[UIApplication sharedApplication] openURL:[NSURL URLWithString: nss]];
}
void SysIPhoneSetUIKitOrientation( int isLandscapeRight ) {
if ( isLandscapeRight ) {
[UIApplication sharedApplication].statusBarOrientation = UIInterfaceOrientationLandscapeRight;
} else {
[UIApplication sharedApplication].statusBarOrientation = UIInterfaceOrientationLandscapeLeft;
}
}
void SysIPhoneLoadJPG( W8* jpegData, int jpegBytes, W8 **pic, W16 *width, W16 *height, W16 *bytes ) {
CFDataRef data;
int dataBytes = 0;