open_toontown_panda3d/panda/src/iphonedisplay/iPhoneGraphicsWindow.mm

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// Filename: iPhoneGraphicsWindow.mm
// Created by: drose (08Apr09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
// We include these system header files first, because there is a
// namescope conflict between them and some other header file that
// gets included later (in particular, TCP_NODELAY must not be a
// #define symbol for these headers to be included properly).
#include <UIKit/UIKit.h>
#include "iPhoneGraphicsWindow.h"
#include "dcast.h"
#include "config_iphonedisplay.h"
#include "iPhoneGraphicsPipe.h"
#include "pStatTimer.h"
#include "glesgsg.h"
#include "keyboardButton.h"
#include "mouseButton.h"
#include "iPhoneGraphicsStateGuardian.h"
#include "iPhoneGraphicsPipe.h"
#include "throw_event.h"
#include "pnmImage.h"
#include "virtualFileSystem.h"
#include "config_util.h"
#include "pset.h"
#include "pmutex.h"
TypeHandle IPhoneGraphicsWindow::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
IPhoneGraphicsWindow::
IPhoneGraphicsWindow(GraphicsEngine *engine, GraphicsPipe *pipe,
const string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host) :
GraphicsWindow(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
{
IPhoneGraphicsPipe *ipipe;
DCAST_INTO_V(ipipe, _pipe);
ipipe->_graphics_windows.insert(this);
_gl_view = nil;
_last_buttons = 0;
GraphicsWindowInputDevice device =
GraphicsWindowInputDevice::pointer_and_keyboard(this, "keyboard/mouse");
_input_devices.push_back(device);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
IPhoneGraphicsWindow::
~IPhoneGraphicsWindow() {
if (_gl_view != nil) {
[ _gl_view release ];
}
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::begin_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// before beginning rendering for a given frame. It
// should do whatever setup is required, and return true
// if the frame should be rendered, or false if it
// should be skipped.
////////////////////////////////////////////////////////////////////
bool IPhoneGraphicsWindow::
begin_frame(FrameMode mode, Thread *current_thread) {
PStatTimer timer(_make_current_pcollector);
begin_frame_spam(mode);
if (_gsg == (GraphicsStateGuardian *)NULL) {
// not powered up .. just abort..
return false;
}
_gsg->reset_if_new();
_gsg->set_current_properties(&get_fb_properties());
return _gsg->begin_frame(current_thread);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::end_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after rendering is completed for a given frame. It
// should do whatever finalization is required.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
end_frame(FrameMode mode, Thread *current_thread) {
end_frame_spam(mode);
if (mode == FM_render) {
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
copy_to_textures();
_gsg->end_frame(current_thread);
if (_gl_view != nil) {
[_gl_view presentView];
}
}
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::begin_flip
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after end_frame() has been called on all windows, to
// initiate the exchange of the front and back buffers.
//
// This should instruct the window to prepare for the
// flip at the next video sync, but it should not wait.
//
// We have the two separate functions, begin_flip() and
// end_flip(), to make it easier to flip all of the
// windows at the same time.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
end_flip() {
}
void IPhoneGraphicsWindow::
begin_flip() {
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::process_events
// Access: Protected, Virtual
// Description: Required event upcall, used to dispatch window and
// application events back into panda.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
process_events() {
GraphicsWindow::process_events();
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::set_properties_now
// Access: Public, Virtual
// Description: Applies the requested set of properties to the
// window, if possible, for instance to request a change
// in size or minimization status.
//
// The window properties are applied immediately, rather
// than waiting until the next frame. This implies that
// this method may *only* be called from within the
// window thread.
//
// The properties that have been applied are cleared
// from the structure by this function; so on return,
// whatever remains in the properties structure are
// those that were unchanged for some reason (probably
// because the underlying interface does not support
// changing that property on an open window).
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
set_properties_now(WindowProperties &properties) {
if (iphonedisplay_cat.is_debug()) {
iphonedisplay_cat.debug()
<< "------------------------------------------------------\n";
iphonedisplay_cat.debug()
<< "set_properties_now " << properties << "\n";
}
GraphicsWindow::set_properties_now(properties);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::clear_pipe
// Access: Protected, Virtual
// Description: Sets the window's _pipe pointer to NULL; this is
// generally called only as a precursor to deleting the
// window.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
clear_pipe() {
IPhoneGraphicsPipe *ipipe;
DCAST_INTO_V(ipipe, _pipe);
ipipe->_graphics_windows.erase(this);
GraphicsWindow::clear_pipe();
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::rotate_window
// Access: Public
// Description: Called in response to an orientation change event,
// this tells the window to resize itself according to
// the new orientation.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
rotate_window() {
CGRect bounds = [_gl_view bounds];
WindowProperties properties;
properties.set_size(bounds.size.width, bounds.size.height);
system_changed_properties(properties);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::touches_began
// Access: Public
// Description: Beginning a single- or multi-touch gesture.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
touches_began(NSSet *touches, UIEvent *event) {
// Average the position of all of the touches.
CGPoint location = get_average_location(touches);
set_pointer_in_window(location.x, location.y);
handle_button_delta([touches count]);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::touches_moved
// Access: Public
// Description: Continuing a single- or multi-touch gesture.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
touches_moved(NSSet *touches, UIEvent *event) {
// Average the position of all of the touches.
CGPoint location = get_average_location(touches);
set_pointer_in_window(location.x, location.y);
handle_button_delta([touches count]);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::touches_ended
// Access: Public
// Description: Finishing a single- or multi-touch gesture.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
touches_ended(NSSet *touches, UIEvent *event) {
set_pointer_out_of_window();
handle_button_delta(0);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::touches_cancelled
// Access: Public
// Description: Cancelling a single- or multi-touch gesture.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
touches_cancelled(NSSet *touches, UIEvent *event) {
set_pointer_out_of_window();
handle_button_delta(0);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::get_average_location
// Access: Public
// Description: Returns the average location of all of the indicated
// touches.
////////////////////////////////////////////////////////////////////
CGPoint IPhoneGraphicsWindow::
get_average_location(NSSet *touches) {
NSEnumerator *enumerator = [ touches objectEnumerator ];
CGPoint sum;
sum.x = 0.0;
sum.y = 0.0;
UITouch *touch;
while ((touch = [ enumerator nextObject ])) {
CGPoint location = [ touch locationInView: _gl_view ];
sum.x += location.x;
sum.y += location.y;
}
int count = [touches count];
sum.x /= count;
sum.y /= count;
return sum;
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::close_window
// Access: Protected, Virtual
// Description: Closes the window right now. Called from the window
// thread.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
close_window() {
// system_close_window();
WindowProperties properties;
properties.set_open(false);
system_changed_properties(properties);
// release_system_resources(false);
_gsg.clear();
_active = false;
GraphicsWindow::close_window();
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::open_window
// Access: Protected, Virtual
// Description: Opens the window right now. Called from the window
// thread. Returns true if the window is successfully
// opened, or false if there was a problem.
////////////////////////////////////////////////////////////////////
bool IPhoneGraphicsWindow::
open_window() {
nassertr(_gsg == (GraphicsStateGuardian *)NULL, false);
_gl_view = [ [ EAGLView alloc ] initWithFrame:
[ [ UIScreen mainScreen ] applicationFrame ]
];
_gl_view->_window = this;
IPhoneGraphicsPipe *iphonepipe = DCAST(IPhoneGraphicsPipe, _pipe);
nassertr(iphonepipe != NULL, false);
iphonepipe->_view_controller.view = _gl_view;
[ _gl_view layoutSubviews ];
_gsg = new IPhoneGraphicsStateGuardian(_engine, _pipe, NULL);
CGRect bounds = [_gl_view bounds];
_properties.set_size(bounds.size.width, bounds.size.height);
_properties.set_foreground(true);
_properties.set_minimized(false);
_properties.set_open(true);
_is_valid = true;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::set_pointer_in_window
// Access: Private
// Description: Indicates the mouse pointer is seen within the
// window.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
set_pointer_in_window(int x, int y) {
_input_devices[0].set_pointer_in_window(x, y);
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::set_pointer_out_of_window
// Access: Private
// Description: Indicates the mouse pointer is no longer within the
// window.
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
set_pointer_out_of_window() {
_input_devices[0].set_pointer_out_of_window();
}
////////////////////////////////////////////////////////////////////
// Function: IPhoneGraphicsWindow::handle_button_delta
// Access: Private
// Description: Used to emulate button events
////////////////////////////////////////////////////////////////////
void IPhoneGraphicsWindow::
handle_button_delta(int num_touches) {
// For now, we'll just map the number of touches to the mouse button
// number. 1 touch is button 1, 2 touches is button 3 (because this
// is the normal secondary button), and 3 touches is button 2.
// This is just a cheesy remapping that will assist migrating
// applications from standard PC's to iPhone. It also works well
// enough within the existing Panda mouse-input framework. We
// should expose the full multitouch functionality eventually, but
// really, the whole mouse-input framework needs a bit of a
// redesign.
int new_buttons;
switch (num_touches) {
case 0:
new_buttons = 0x00;
break;
case 1:
new_buttons = 0x01;
break;
case 2:
new_buttons = 0x04;
break;
case 3:
default:
new_buttons = 0x02;
break;
}
int changed = _last_buttons ^ new_buttons;
if (changed & 0x01) {
if (new_buttons & 0x01) {
_input_devices[0].button_down(MouseButton::one());
} else {
_input_devices[0].button_up(MouseButton::one());
}
}
if (changed & 0x04) {
if (new_buttons & 0x04) {
_input_devices[0].button_down(MouseButton::two());
} else {
_input_devices[0].button_up(MouseButton::two());
}
}
if (changed & 0x02) {
if (new_buttons & 0x02) {
_input_devices[0].button_down(MouseButton::three());
} else {
_input_devices[0].button_up(MouseButton::three());
}
}
_last_buttons = new_buttons;
}