diff Xcode/TemplatesForProjectBuilder/SDL Custom Cocoa Application/MyController.m @ 2207:d63e9f5944ae

Unpacked project archives to get individual file history in subversion
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Jul 2007 17:09:01 +0000
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Xcode/TemplatesForProjectBuilder/SDL Custom Cocoa Application/MyController.m	Sat Jul 21 17:09:01 2007 +0000
@@ -0,0 +1,506 @@
+//
+//  MyController.m
+//  SDL Custom Cocoa App
+//
+//  Created by Darrell Walisser on Fri Jul 18 2003.
+//  Copyright (c) 2003 __MyCompanyName__. All rights reserved.
+//
+
+#import "MyController.h"
+#import "SDL.h"
+
+id gController;
+
+@implementation MyController
+
+- (id)init
+{
+    self = [ super init ];
+    if (self) {
+    
+        _nSprites = 10;
+        _max_speed = 4;
+        _doFlip = 0;
+        _mem = NULL;
+        _screen = NULL;
+        _sprite_rects = NULL;
+        _positions = NULL;
+        _velocities = NULL;
+        _sprites_visible = 1;
+        _sprite_w = 0;
+        _sprite_h = 0;
+        _mouse_x = 0;
+        _mouse_y = 0;
+    }
+    
+    return self;
+}
+
+- (void)setupCocoaWindow
+{
+    // If you want the close button to send SDL_Quit,
+    // you can attach the SDL_QuartzWindowDelegate to the window
+    [ _window setDelegate:
+        [ [ [ SDL_QuartzWindowDelegate alloc ] init ] autorelease ] ];
+        
+    // Make the window visible and the frontmost window
+    [ _window makeKeyAndOrderFront:nil ];
+    
+    // Make the window accept passive motion events (when the button is released)
+    [ _window setAcceptsMouseMovedEvents:YES ];
+}
+
+- (void)setCocoaEnvironmentVariables
+{
+    // Export cocoa objects to environment
+    // SDL will use these when you call SDL_SetVideoMode
+    
+    // 	The window must be visible when you call SDL_SetVideoMode,
+    // 	and the view must lie completely within the window.
+    //
+    //  The width and height passed to SDL_SetVideoMode should match
+    //  the width/height of the view (the window can be any size)
+    //
+    // 	For resizing to work, you must set the appropriate
+    // 	attributes on the window and view. Then the SDL_RESIZABLE
+    //  flag will be set automatically
+    //
+    //  SDL will retain a reference to the window, and
+    //  will release it when unsetting the video mode
+    //
+    //  The view is not retained (the window object manages this).
+    //
+    char buffer[256];
+    printf ("NSWindow=%p\n", _window);
+    sprintf (buffer, "%d", (int)_window);
+    setenv ("SDL_NSWindowPointer", buffer, 1);
+    
+    printf ("NSQuickDrawView=%p\n", _view);
+    sprintf (buffer, "%d", (int)_view);
+    setenv ("SDL_NSQuickDrawViewPointer", buffer, 1);
+    
+    // Also tell SDL to pass keyboard events to Cocoa
+    // In this case, Cocoa will get the event before SDL_PollEvent returns it
+    // Note that mouse events (button, motion) will always be passed, regardless of this setting
+    setenv ("SDL_ENABLEAPPEVENTS", "1", 1);
+}
+
+- (void)printFlags:(Uint32)flags withName:(const char*)name
+{
+    printf ("%s", name);
+    
+    if (flags & SDL_SWSURFACE)
+        printf (" - SDL_SWSURFACE");
+    if (flags & SDL_HWSURFACE)
+        printf (" - SDL_HWSURFACE");
+    if (flags & SDL_ASYNCBLIT)
+        printf (" - SDL_ASYNCBLIT");
+    if (flags & SDL_ANYFORMAT)
+        printf (" - SDL_ANYFORMAT");
+    if (flags & SDL_HWPALETTE)
+        printf (" - SDL_HWPALETTE");
+    if (flags & SDL_DOUBLEBUF)
+        printf (" - SDL_DOUBLEBUF");
+    if (flags & SDL_FULLSCREEN)
+        printf (" - SDL_FULLSCREEN");
+    if (flags & SDL_OPENGL)
+        printf (" - SDL_OPENGL");
+    if (flags & SDL_OPENGLBLIT)
+        printf (" - SDL_OPENGLBLIT");
+    if (flags & SDL_RESIZABLE)
+        printf (" - SDL_RESIZABLE");
+    if (flags & SDL_NOFRAME)
+        printf (" - SDL_NOFRAME");
+    
+    printf ("\n");
+}
+// This is a way of telling whether or not to use hardware surfaces
+// Note: this does nothing on Mac OS X at the moment - there is no
+// hardware-accelerated blitting support.
+- (Uint32)fastestFlags:(Uint32)flags :(int)width :(int)height :(int)bpp
+{
+	const SDL_VideoInfo *info;
+
+	// Hardware acceleration is only used in fullscreen mode
+	flags |= SDL_FULLSCREEN;
+
+	// Check for various video capabilities
+	info = SDL_GetVideoInfo();
+	if ( info->blit_hw_CC && info->blit_fill ) {
+		// We use accelerated colorkeying and color filling
+		flags |= SDL_HWSURFACE;
+	}
+	// If we have enough video memory, and will use accelerated
+	//   blits directly to it, then use page flipping.
+	if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
+		
+        // Direct hardware blitting without double-buffering
+		// causes really bad flickering.
+		if ( info->video_mem*1024 > (height*width*bpp/8) ) {
+			flags |= SDL_DOUBLEBUF;
+		} else {
+			flags &= ~SDL_HWSURFACE;
+		}
+	}
+
+	// Return the flags
+	return flags;
+}
+
+- (int)loadSpriteFromFile:(const char*)file
+{
+	SDL_Surface *temp;
+
+	// Load the sprite image
+	_sprite = SDL_LoadBMP (file);
+	if ( _sprite == NULL ) {
+		fprintf (stderr, "Couldn't load %s: %s", file, SDL_GetError ());
+		return (-1);
+	}
+
+	// Set transparent pixel as the pixel at (0,0)
+	if ( _sprite->format->palette ) {
+		SDL_SetColorKey (_sprite, (SDL_SRCCOLORKEY|SDL_RLEACCEL),
+						 *(Uint8 *)_sprite->pixels);
+	}
+
+	/* Convert sprite to video format */
+	temp = SDL_DisplayFormat (_sprite);
+	SDL_FreeSurface (_sprite);
+	if ( temp == NULL ) {
+		fprintf(stderr, "Couldn't convert background: %s\n",
+                SDL_GetError ());
+		return (-1);
+	}
+	_sprite = temp;
+
+	// We're ready to roll. :)
+	return 0;
+}
+
+- (void)allocSprites
+{
+    /* Allocate memory for the sprite info */
+	_mem = (Uint8 *)malloc (4*sizeof(SDL_Rect)*_nSprites);
+	if ( _mem == NULL ) {
+		fprintf (stderr, "Out of memory!\n");
+		exit (2);
+	}
+    
+	_sprite_rects = (SDL_Rect *)_mem;
+	_positions = _sprite_rects;
+	_sprite_rects += _nSprites;
+	_velocities = _sprite_rects;
+	_sprite_rects += _nSprites;
+	_sprite_w = _sprite->w;
+	_sprite_h = _sprite->h;
+}
+
+- (void)freeSprites
+{
+    free (_mem);
+    _mem = NULL;
+}
+
+- (void)initSprites
+{
+    // Give each sprite a random starting position and velocity
+    int i;
+    
+	srand(time(NULL));
+	for ( i=0; i < _nSprites; ++i ) {
+		_positions[i].x = rand()%(_screen->w - _sprite->w);
+		_positions[i].y = rand()%(_screen->h - _sprite->h);
+		_positions[i].w = _sprite->w;
+		_positions[i].h = _sprite->h;
+		_velocities[i].x = 0;
+		_velocities[i].y = 0;
+		while ( ! _velocities[i].x && ! _velocities[i].y ) {
+			_velocities[i].x = (rand()%(_max_speed*2+1)) - _max_speed;
+			_velocities[i].y = (rand()%(_max_speed*2+1)) - _max_speed;
+		}
+	}
+}
+
+- (void)moveSprites:(int)backgroundColor;
+{
+	int i, nupdates;
+	SDL_Rect area, *position, *velocity;
+
+	nupdates = 0;
+	// Erase all the sprites if necessary
+	if ( _sprites_visible ) {
+		SDL_FillRect (_screen, NULL, backgroundColor);
+	}
+
+	// Move the sprite, bounce at the wall, and draw
+	for ( i=0; i < _nSprites; ++i ) {
+		position = &_positions[i];
+		velocity = &_velocities[i];
+		position->x += velocity->x;
+		if ( (position->x < 0) || (position->x >= (_screen->w - _sprite_w)) ) {
+			velocity->x = -velocity->x;
+			position->x += velocity->x;
+		}
+		position->y += velocity->y;
+		if ( (position->y < 0) || (position->y >= (_screen->h - _sprite_w)) ) {
+			velocity->y = -velocity->y;
+			position->y += velocity->y;
+		}
+
+		// Blit the sprite onto the screen
+		area = *position;
+		SDL_BlitSurface (_sprite, NULL, _screen, &area);
+		_sprite_rects[nupdates++] = area;
+	}
+    
+	// Update the screen!
+	if ( _doFlip ) {
+		SDL_Flip (_screen);
+	} else {
+		SDL_UpdateRects (_screen, nupdates, _sprite_rects);
+	}
+    
+	_sprites_visible = 1;
+}
+
+- (int)run:(int)argc argv:(char*[])argv
+{
+	int width, height;
+	Uint8  video_bpp;
+	Uint32 videoflags;
+	Uint32 background;
+	int    done;
+	SDL_Event event;
+    Uint32 then, now, frames;
+
+	// Initialize SDL
+	if ( SDL_Init (SDL_INIT_VIDEO) < 0 ) {
+		fprintf (stderr, "Couldn't initialize SDL: %s\n", SDL_GetError ());
+		exit (1);
+	}
+	atexit(SDL_Quit);
+
+	videoflags = SDL_SWSURFACE|SDL_ANYFORMAT;
+	width = 640;
+	height = 480;
+	video_bpp = 8;
+	while ( argc > 1 ) {
+		--argc;
+		if ( strcmp(argv[argc-1], "-width") == 0 ) {
+			width = atoi (argv[argc]);
+			--argc;
+		} else
+		if ( strcmp(argv[argc-1], "-height") == 0 ) {
+			height = atoi (argv[argc]);
+			--argc;
+		} else
+		if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
+			video_bpp = atoi (argv[argc]);
+			videoflags &= ~SDL_ANYFORMAT;
+			--argc;
+		} else
+		if ( strcmp (argv[argc], "-fast") == 0 ) {
+			videoflags = [ self fastestFlags:videoflags :width :height :video_bpp ];
+		} else
+		if ( strcmp (argv[argc], "-hw") == 0 ) {
+			videoflags ^= SDL_HWSURFACE;
+		} else
+		if ( strcmp (argv[argc], "-flip") == 0 ) {
+			videoflags ^= SDL_DOUBLEBUF;
+		} else
+		if ( strcmp (argv[argc], "-fullscreen") == 0 ) {
+			videoflags ^= SDL_FULLSCREEN;
+		} else
+		if ( isdigit(argv[argc][0]) ) {
+			_nSprites = atoi (argv[argc]);
+		} else {
+			fprintf (stderr, 
+	"Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numSprites]\n",
+								argv[0]);
+			exit (1);
+		}
+	}
+    
+    // The width/height passed to SDL_SetVideoMode should match the size of the NSView
+    width = [ _view frame ].size.width;
+    height = [ _view frame ].size.height;
+    videoflags &= ~SDL_FULLSCREEN; // this only for windowed mode
+    if ( [ _window styleMask ] & NSResizableWindowMask ) // enable resizable window
+        videoflags |= SDL_RESIZABLE;
+    [ self setupCocoaWindow ];
+    [ self setCocoaEnvironmentVariables ];
+    _mouse_x = width/2;
+    _mouse_y = width/2;
+    
+	// Set video mode
+	_screen = SDL_SetVideoMode (width, height, video_bpp, videoflags);
+	if ( ! _screen ) {
+		fprintf (stderr, "Couldn't set %dx%d video mode: %s\n",
+                    width, height, SDL_GetError());
+		exit (2);
+	}
+
+	// Print out surface info
+	[ self printFlags:videoflags     withName:"Requested flags: " ];
+	[ self printFlags:_screen->flags withName:"Got flags:       " ];
+
+	// Load the sprite
+	// The sprite is located in the Resources section of the .app bundle. 
+	// SDL does not seem aware of bundle paths, so we must construct the path manually.
+	NSString* resource_path = [[NSBundle mainBundle] resourcePath];
+	NSString* icon_path = [resource_path stringByAppendingString:@"/icon.bmp"];
+	if ( [ self loadSpriteFromFile:[icon_path UTF8String] ] < 0 ) {
+		exit (1);
+	}
+
+    [ self allocSprites ];
+    [ self initSprites ];
+    
+	background = SDL_MapRGB (_screen->format, 0x00, 0x00, 0x00);
+
+	// Print out information about our surfaces
+	printf("Screen is at %d bits per pixel\n", _screen->format->BitsPerPixel);
+	if ( (_screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
+		printf ("Screen is in video memory\n");
+	} else {
+		printf ("Screen is in system memory\n");
+	}
+	if ( (_screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
+		printf ("Screen has double-buffering enabled\n");
+	}
+	if ( (_sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
+		printf ("Sprite is in video memory\n");
+	} else {
+		printf ("Sprite is in system memory\n");
+	}
+    
+	// Run a sample blit to trigger blit acceleration
+	{ 
+        SDL_Rect dst;
+		dst.x = 0;
+		dst.y = 0;
+		dst.w = _sprite->w;
+		dst.h = _sprite->h;
+		SDL_BlitSurface (_sprite, NULL, _screen, &dst);
+		SDL_FillRect (_screen, &dst, background);
+	}
+	if ( (_sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
+		printf("Sprite blit uses hardware acceleration\n");
+	}
+	if ( (_sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
+		printf("Sprite blit uses RLE acceleration\n");
+	}
+
+	// Loop, blitting sprites and waiting for a keystroke
+	frames = 0;
+	then = SDL_GetTicks();
+	done = 0;
+	_sprites_visible = 0;
+	while ( !done ) {
+		// Check for events
+		++frames;
+		while ( SDL_PollEvent(&event) ) {
+			switch (event.type) {
+				
+                case SDL_VIDEORESIZE:
+                    
+                    // Recreate the video mode. Use the same bpp and flags
+                    // that the original window was created with
+                    _screen = SDL_SetVideoMode (event.resize.w, event.resize.h,
+                                                video_bpp, videoflags);
+                    
+                    // Clear screen and reinit sprite positions
+                    SDL_FillRect (_screen, NULL, 0);
+                    [ self initSprites ];
+                    break;
+               
+                case SDL_MOUSEMOTION:
+                    
+                    _velocities[_nSprites-1].x = 0;
+                    _velocities[_nSprites-1].y = 0;
+                    _positions[_nSprites-1].x = event.motion.x - _sprite->w/2;
+                    _positions[_nSprites-1].y = event.motion.y - _sprite->h/2;
+                    //printf ("motion: %d %d\n", event.motion.x, event.motion.y);
+                    break;
+                
+                case SDL_MOUSEBUTTONDOWN:
+                    
+                    _velocities[_nSprites-1].x = 0;
+                    _velocities[_nSprites-1].y = 0;
+                    _positions[_nSprites-1].x = event.button.x;
+                    _positions[_nSprites-1].y = event.button.y;
+                    //printf ("button: %d %d\n", event.button.x, event.button.y);
+					break;
+				
+                case SDL_KEYDOWN:
+                
+					// Escape also quits the app
+                    if (event.key.keysym.sym == SDLK_ESCAPE)
+                        done = 1;
+                    
+                    // Control-W warps the cursor
+                    if (event.key.keysym.sym == SDLK_w &&
+                        ( SDL_GetModState () & KMOD_LCTRL ) )
+                        SDL_WarpMouse (_screen->w/2, _screen->h/2);
+                    
+                    // Control-G toggles input grabbing
+                    if (event.key.keysym.sym == SDLK_g &&
+                        ( SDL_GetModState () & KMOD_LCTRL ) )
+                        if ( SDL_WM_GrabInput (SDL_GRAB_QUERY) == SDL_GRAB_OFF )
+                            SDL_WM_GrabInput (SDL_GRAB_ON);
+                        else
+                            SDL_WM_GrabInput (SDL_GRAB_OFF);
+                    break;
+                    
+				case SDL_QUIT:
+					done = 1;
+					break;
+				default:
+					break;
+			}
+		}
+        
+        // Draw sprites
+        [ self moveSprites:background ];
+        
+        // Update fps counter every 100 frames
+        if ((frames % 100) == 0) {
+            now = SDL_GetTicks ();
+            [ _framesPerSecond setFloatValue:((float)frames*1000)/(now-then) ];
+            frames = 0;
+            then = now;
+        }
+	}
+	[ self freeSprites ];
+    SDL_FreeSurface (_sprite);
+
+	SDL_Quit ();
+	return 0;
+}
+
+- (IBAction)changeNumberOfSprites:(id)sender
+{
+    [ _numSprites setIntValue:[ sender intValue ] ];
+    [ self freeSprites ];
+    _nSprites = [ sender intValue ];
+    [ self allocSprites ];
+    [ self initSprites ];
+    SDL_FillRect (_screen, NULL, 0);
+    SDL_Flip (_screen);
+}
+
+- (IBAction)selectUpdateMode:(id)sender
+{
+    _doFlip = ![ sender selectedRow ]; // row is 0 or 1
+}
+
+@end
+
+int main(int argc, char *argv[])
+{
+    // Hand off to instance of MyController
+    // This instance is created when SDLMain.nib is loaded,
+    // and the global variable is set in [SDLMain applicationDidFinishLaunching:]
+    return [ gController run:argc argv:argv ];
+}
\ No newline at end of file