ebiten/ui/cocoa/mainloop.c

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// -*- objc -*-
#include <stdlib.h>
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#include <OpenGL/gl.h>
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#import "ebiten_game_window.h"
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void initMenu(void) {
NSString* processName = [[NSProcessInfo processInfo] processName];
NSMenu* menuBar = [NSMenu new];
[NSApp setMainMenu: menuBar];
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[menuBar release];
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NSMenuItem* rootMenuItem = [NSMenuItem new];
[menuBar addItem:rootMenuItem];
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[rootMenuItem release];
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NSMenu* appMenu = [NSMenu new];
[rootMenuItem setSubmenu:appMenu];
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[appMenu release];
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[appMenu addItemWithTitle:[@"Quit " stringByAppendingString:processName]
action:@selector(performClose:)
keyEquivalent:@"q"];
}
void Run(void) {
NSAutoreleasePool * pool = [NSAutoreleasePool new];
NSApplication* app = [NSApplication sharedApplication];
[app setActivationPolicy:NSApplicationActivationPolicyRegular];
//initMenu();
[app run];
[pool drain];
}
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void StartApplication(void) {
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NSApplication* app = [NSApplication sharedApplication];
[app setActivationPolicy:NSApplicationActivationPolicyRegular];
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initMenu();
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[app finishLaunching];
}
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NSOpenGLContext* CreateGLContext(NSOpenGLContext* sharedGLContext) {
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NSOpenGLPixelFormatAttribute attributes[] = {
NSOpenGLPFAWindow,
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAAccelerated,
NSOpenGLPFADepthSize, 32,
0,
};
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc]
initWithAttributes:attributes];
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NSOpenGLContext* glContext =
[[NSOpenGLContext alloc] initWithFormat:format
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shareContext:sharedGLContext];
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[format release];
return glContext;
}
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EbitenGameWindow* CreateGameWindow(size_t width, size_t height, const char* title, NSOpenGLContext* glContext) {
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NSSize size = NSMakeSize(width, height);
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EbitenGameWindow* window = [[EbitenGameWindow alloc]
initWithSize:size
glContext:glContext];
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[glContext release];
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NSString* nsTitle = [[NSString alloc]
initWithUTF8String:title];
[window setTitle: nsTitle];
[nsTitle release];
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[window makeKeyAndOrderFront:nil];
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[glContext setView:[window contentView]];
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return window;
}
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void DoEvents(void) {
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for (;;) {
NSEvent* event = [NSApp nextEventMatchingMask:NSAnyEventMask
untilDate:[NSDate distantPast]
inMode:NSDefaultRunLoopMode
dequeue:YES];
if (event == nil) {
break;
}
[NSApp sendEvent:event];
}
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static BOOL initialBoot = YES;
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if (initialBoot) {
[NSApp activateIgnoringOtherApps:YES];
initialBoot = NO;
}
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}
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void UseGLContext(NSOpenGLContext* glContext) {
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CGLContextObj cglContext = [glContext CGLContextObj];
CGLLockContext(cglContext);
[glContext makeCurrentContext];
}
void UnuseGLContext(void) {
NSOpenGLContext* glContext = [NSOpenGLContext currentContext];
[glContext flushBuffer];
[NSOpenGLContext clearCurrentContext];
CGLContextObj cglContext = [glContext CGLContextObj];
CGLUnlockContext(cglContext);
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}