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https://github.com/id-Software/Wolf3D-iOS.git
synced 2026-03-20 08:59:51 +01:00
Source release of Wolfenstein 3D Classic Platinum for iOS, 2.1
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237
wolf3d/code/iphone/wolf3dViewController.m
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237
wolf3d/code/iphone/wolf3dViewController.m
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/*
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Copyright (C) 2011 id Software LLC, a ZeniMax Media company.
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This file is part of the WOLF3D iOS v2.1 GPL Source Code.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#import <QuartzCore/QuartzCore.h>
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#import "wolf3dViewController.h"
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#import "EAGLView.h"
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#import "wolfiphone.h"
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//#import "wolf3dAppDelegate.h"
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@interface wolf3dViewController ()
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@property (nonatomic, retain) EAGLContext *context;
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@property (nonatomic, assign) CADisplayLink *displayLink;
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@end
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@implementation wolf3dViewController
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@synthesize animating, context, displayLink, active;
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- (id)initWithNibName:(NSString*)file bundle:(NSBundle*)bundle
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{
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// Get the application's window dimensions.
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EAGLView *glView = [[EAGLView alloc] initWithFrame:[UIScreen mainScreen].applicationFrame];
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self.view = glView;
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[glView release];
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EAGLContext *aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
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if (!aContext)
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NSLog(@"Failed to create ES context");
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else if (![EAGLContext setCurrentContext:aContext])
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NSLog(@"Failed to set ES context current");
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self.context = aContext;
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[aContext release];
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[(EAGLView *)self.view setContext:context];
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[(EAGLView *)self.view setFramebuffer];
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animating = FALSE;
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animationFrameInterval = DEFAULT_FRAME_INTERVAL;
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self.displayLink = nil;
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// Now that we have a context, we can init the render system.
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iphoneStartup();
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return self;
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}
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- (void)awakeFromNib
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{
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EAGLView *glView = [[EAGLView alloc] initWithFrame:[UIScreen mainScreen].applicationFrame];
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self.view = glView;
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[glView release];
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EAGLContext *aContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
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if (!aContext)
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NSLog(@"Failed to create ES context");
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else if (![EAGLContext setCurrentContext:aContext])
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NSLog(@"Failed to set ES context current");
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self.context = aContext;
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[aContext release];
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[(EAGLView *)self.view setContext:context];
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[(EAGLView *)self.view setFramebuffer];
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animating = FALSE;
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animationFrameInterval = DEFAULT_FRAME_INTERVAL;
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self.displayLink = nil;
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}
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- (void)didReceiveMemoryWarning {
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// Releases the view if it doesn't have a superview.
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[super didReceiveMemoryWarning];
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// Release any cached data, images, etc. that aren't in use.
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}
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- (void)dealloc {
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// Stop orientation notifications.
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[[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications];
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// Tear down context.
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if ([EAGLContext currentContext] == context)
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[EAGLContext setCurrentContext:nil];
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[context release];
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[super dealloc];
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}
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- (void)viewWillAppear:(BOOL)animated
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{
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[self startAnimation];
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[super viewWillAppear:animated];
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}
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- (void)viewWillDisappear:(BOOL)animated
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{
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[self setActive:NO];
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[super viewWillDisappear:animated];
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}
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- (void)viewDidUnload
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{
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[super viewDidUnload];
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[self stopAnimation];
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// Tear down context.
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if ([EAGLContext currentContext] == context)
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[EAGLContext setCurrentContext:nil];
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self.context = nil;
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}
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- (NSInteger)animationFrameInterval
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{
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return animationFrameInterval;
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}
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- (void)setAnimationFrameInterval:(NSInteger)frameInterval
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{
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/*
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Frame interval defines how many display frames must pass between each time the display link fires.
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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.
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*/
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if (frameInterval >= 1)
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{
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animationFrameInterval = frameInterval;
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if (animating)
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{
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[self stopAnimation];
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[self startAnimation];
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}
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}
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}
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- (void)startAnimation
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{
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if ( !animating )
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{
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// The UIScreen method is not supported pre-4.0.
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// Not worrying about supporting external displays yet, so just create a default display link.
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//CADisplayLink *aDisplayLink = [[UIScreen mainScreen] displayLinkWithTarget:self selector:@selector(drawFrame)];
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CADisplayLink *aDisplayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawFrame)];
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[aDisplayLink setFrameInterval:animationFrameInterval];
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[aDisplayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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self.displayLink = aDisplayLink;
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animating = TRUE;
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}
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}
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- (void)stopAnimation
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{
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if ( animating )
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{
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[self.displayLink invalidate];
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self.displayLink = nil;
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animating = FALSE;
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}
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}
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- (void)drawFrame
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{
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// Check out framerate
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//CFTimeInterval frameTime = [displayLink duration];
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//CFTimeInterval stamp = [displayLink timestamp];
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//if ( frameTime < 0.016666 ) {
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// NSLog( @"Frame timestamp: %f\n", stamp );
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//}
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//[ (wolf3dAppDelegate *)[UIApplication sharedApplication].delegate restartAccelerometerIfNeeded];
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if ( !active ) {
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// We are in the menus, only need to update sound.
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Sound_Update( vnull, vnull, vnull, vnull );
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return;
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}
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picTimingClear();
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[(EAGLView *)self.view setFramebuffer];
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NSTimeInterval startTime = [NSDate timeIntervalSinceReferenceDate];
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iphoneFrame();
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NSTimeInterval gameTime = [NSDate timeIntervalSinceReferenceDate] - startTime;
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if ( gameTime > 0.0166 ) {
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/* NSLog (@"Frame took %.8f seconds.", gameTime);
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NSLog (@" Sound_Update took %.8f seconds.", soundTime );
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NSLog (@" iphoneDrawMenus took %.8f seconds.", menuTime );
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soundTime = 0;
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menuTime = 0;
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picTimingPrint();
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*/ }
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[(EAGLView *)self.view presentFramebuffer];
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}
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// Clears the renderbuffer and immediately displays it.
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- (void)clearAndPresentRenderbuffer {
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qglClear( GL_COLOR_BUFFER_BIT );
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[(EAGLView *)self.view presentFramebuffer];
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}
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@end
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