(Old stuff) Adds sliders. Rewrote some bits.
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7c5ebc89b8
commit
b30e357d08
3 changed files with 189 additions and 89 deletions
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@ -11,10 +11,13 @@ find_library(FOUNDATION_LIBRARY Foundation)
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find_library(COCOA_LIBRARY Cocoa)
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find_library(COREGRAPHICS_LIBRARY CoreGraphics)
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find_library(OPENGL_LIBRARY OpenGL)
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find_library(QUARTZCORE_LIBRARY QuartzCore)
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set(libs ${FOUNDATION_LIBRARY} ${COCOA_LIBRARY} ${COREGRAPHICS_LIBRARY} ${OPENGL_LIBRARY})
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set(libs ${FOUNDATION_LIBRARY} ${COCOA_LIBRARY} ${COREGRAPHICS_LIBRARY} ${OPENGL_LIBRARY} ${QUARTZCORE_LIBRARY})
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set(${LIBNAME}_LIBRARIES ${LIBNAME} ${libs} CACHE INTERNAL "")
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target_link_libraries(${LIBNAME} ${libs})
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target_include_directories(${LIBNAME} PUBLIC ".")
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install(TARGETS ${LIBNAME} DESTINATION lib)
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install(FILES ${headers} DESTINATION include/J)
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@ -10,12 +10,18 @@
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#include <memory>
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#include <functional>
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#include <vector>
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#include <string>
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#include <CoreGraphics/CoreGraphics.h>
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struct GLContext;
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struct ContextParameters{
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GLContext & context;
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GLContext & context;
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// These two functions will be set when invoking the draw_callback (and should be used)
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std::function<void(void)> bind_framebuffer; // function to bind the systems framebuffer and set the viewport
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std::function<void(void)> flush_drawable; // function to flush the drawable
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};
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struct GLViewFunctionality {
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@ -26,16 +32,27 @@ struct GLViewFunctionality {
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std::function<void(ContextParameters, CGFloat, CGFloat)> resize_callback;
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};
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struct Control {
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std::string name = "default";
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double start = 0, min = 0, max = 1;
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std::function<void(double)> callback;
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};
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struct ControlFunctionality {
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std::vector<Control> sliders;
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};
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// returns a GLViewFunctionality with only its draw function set.
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GLViewFunctionality simple_draw(std::function<void()> f);
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struct NSAppWrapper {
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NSAppWrapper();
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~NSAppWrapper();
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void run();
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void create_window(GLViewFunctionality const &);
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void create_window(ControlFunctionality const &);
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std::unique_ptr<struct NSAppWrapperImpl> impl;
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};
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250
NSWrapper.mm
250
NSWrapper.mm
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@ -25,55 +25,128 @@ GLViewFunctionality simple_draw(std::function<void()> f){
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@property GLViewFunctionality functionality;
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@end
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@interface MySlider : NSSlider
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- (instancetype) initWithFrame:(NSRect)frame;
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- (void)action:(MySlider*)sender;
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@property std::function<void(CGFloat)> callback;
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@end
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@implementation MySlider
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- (instancetype) initWithFrame:(NSRect)frame{
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if(self = [super initWithFrame: frame]){
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self.target = self;
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self.action = @selector(action:);
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}
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return self;
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}
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- (void)action:(MySlider*)sender{
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if(self.callback){
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self.callback(sender.doubleValue);
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}
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}
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@end
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struct NSAppWrapperImpl {
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NSAppWrapperImpl() {
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app = [NSApplication sharedApplication];
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app.activationPolicy = NSApplicationActivationPolicyRegular;
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appName = [[NSProcessInfo processInfo] processName];
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}
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void set_up_menu() {
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NSMenu* appMenu = [NSMenu new];
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[appMenu addItemWithTitle:[@"Quit " stringByAppendingString:appName]
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action:@selector(terminate:)
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keyEquivalent:@"q"];
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NSMenuItem * menuItem = [NSMenuItem new];
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menuItem.submenu = appMenu;
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app.mainMenu = [NSMenu new];
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[app.mainMenu addItem:menuItem];
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}
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void create_window(GLViewFunctionality const & f) {
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NSWindow * window = [[NSWindow alloc] initWithContentRect:NSMakeRect(0, 0, 500, 500)
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styleMask:NSTitledWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask
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backing:NSBackingStoreBuffered
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defer:YES];
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window.title = appName;
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window.collectionBehavior |= NSWindowCollectionBehaviorFullScreenPrimary;
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[window center];
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[window makeKeyAndOrderFront:nil];
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NSRect frame = [window contentRectForFrameRect:window.frame];
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frame.origin = {0, 0};
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GLView * view = [[GLView alloc] initWithFrame:frame];
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NSAppWrapperImpl() {
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app = [NSApplication sharedApplication];
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app.activationPolicy = NSApplicationActivationPolicyRegular;
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appName = [[NSProcessInfo processInfo] processName];
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}
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view.functionality = f;
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window.contentView = view;
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windows.push_back(window);
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}
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void run() {
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[app run];
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}
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NSApplication * app;
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std::vector<NSWindow *> windows;
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NSString * appName;
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void set_up_menu() {
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NSMenu* appMenu = [NSMenu new];
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[appMenu addItemWithTitle:[@"Quit " stringByAppendingString:appName]
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action:@selector(terminate:)
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keyEquivalent:@"q"];
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NSMenuItem * menuItem = [NSMenuItem new];
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menuItem.submenu = appMenu;
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app.mainMenu = [NSMenu new];
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[app.mainMenu addItem:menuItem];
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}
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void create_window(GLViewFunctionality const & f) {
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NSWindow * window = [[NSWindow alloc] initWithContentRect:NSMakeRect(0, 0, 500, 500)
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styleMask:NSTitledWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask
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backing:NSBackingStoreBuffered
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defer:YES];
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window.title = appName;
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window.collectionBehavior |= NSWindowCollectionBehaviorFullScreenPrimary;
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if(windows.empty()){
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[window center];
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} else {
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NSWindow * previous_window = windows.back();
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NSPoint top_right = previous_window.frame.origin;
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top_right.x += previous_window.frame.size.width;
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top_right.y += previous_window.frame.size.height;
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[window setFrameTopLeftPoint: top_right];
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}
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[window makeKeyAndOrderFront:nil];
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NSRect frame = [window contentRectForFrameRect:window.frame];
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frame.origin = {0, 0};
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GLView * view = [[GLView alloc] initWithFrame:frame];
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view.functionality = f;
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window.contentView = view;
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windows.push_back(window);
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}
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void create_window(ControlFunctionality const & f) {
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const CGFloat width = 200;
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NSWindow * window = [[NSWindow alloc] initWithContentRect:NSMakeRect(0, 0, width, 500)
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styleMask:NSTitledWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask
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backing:NSBackingStoreBuffered
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defer:YES];
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window.title = appName;
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if(windows.empty()){
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[window center];
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} else {
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NSWindow * previous_window = windows.back();
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NSPoint top_right = previous_window.frame.origin;
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top_right.x += previous_window.frame.size.width;
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top_right.y += previous_window.frame.size.height;
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[window setFrameTopLeftPoint: top_right];
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}
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[window makeKeyAndOrderFront:nil];
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NSRect frame = [window contentRectForFrameRect:window.frame];
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frame.origin = {0, 0};
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NSView * view = [[NSView alloc] initWithFrame:frame];
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CGFloat y = 0;
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CGFloat h = 20;
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CGFloat padding = 8;
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for(auto&& c : f.sliders){
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NSTextField * label = [[NSTextField alloc] initWithFrame:{padding, y+padding, 20, h}];
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label.editable = NO;
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label.bezeled = NO;
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label.drawsBackground = NO;
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label.stringValue = [NSString stringWithUTF8String: c.name.c_str()];
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[view addSubview: label];
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MySlider * slider = [[MySlider alloc] initWithFrame:{20+padding, y+padding, width-20-2*padding, h}];
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slider.minValue = c.min;
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slider.maxValue = c.max;
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slider.doubleValue = c.start;
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slider.callback = c.callback;
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[view addSubview: slider];
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y += h;
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}
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window.contentView = view;
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windows.push_back(window);
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}
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void run() {
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[app run];
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}
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NSApplication * app;
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std::vector<NSWindow *> windows;
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NSString * appName;
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};
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NSAppWrapper::NSAppWrapper()
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@ -88,7 +161,11 @@ void NSAppWrapper::run() {
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}
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void NSAppWrapper::create_window(GLViewFunctionality const & f){
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impl->create_window(f);
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impl->create_window(f);
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}
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void NSAppWrapper::create_window(ControlFunctionality const & f){
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impl->create_window(f);
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}
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@ -109,39 +186,39 @@ void NSAppWrapper::create_window(GLViewFunctionality const & f){
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- (id) initWithFrame:(NSRect)frameRect {
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if(self = [super initWithFrame:frameRect]){
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context = std::unique_ptr<GLContext>(new GLContext);
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self.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithCGLPixelFormatObj: context->pix];
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self.openGLContext = [[NSOpenGLContext alloc] initWithCGLContextObj: context->ctx];
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self.wantsBestResolutionOpenGLSurface = YES; // Opt-in for retina
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context = std::unique_ptr<GLContext>(new GLContext);
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self.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithCGLPixelFormatObj: context->pix];
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self.openGLContext = [[NSOpenGLContext alloc] initWithCGLContextObj: context->ctx];
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self.wantsBestResolutionOpenGLSurface = YES; // Opt-in for retina
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}
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return self;
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}
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- (void) prepareOpenGL{
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[super prepareOpenGL];
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context->set_as_current_context();
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// Synchronize buffer swaps with vertical refresh rate
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GLint swapInt = 1;
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[[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
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if(functionality.initialize_callback){
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functionality.initialize_callback({*context});
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functionality.initialize_callback({*context, nullptr, nullptr});
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}
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// Create a display link capable of being used with all active displays
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linky = std::unique_ptr<CVDisplayLinky>(new CVDisplayLinky(*context));
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linky->callback = [=]{
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// will be called in a different thread => need new autoreleasepool
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@autoreleasepool {
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[self drawView];
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}
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// will be called in a different thread => need new autoreleasepool
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@autoreleasepool {
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[self drawView];
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}
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};
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linky->start();
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// Register to be notified when the window closes so we can stop the displaylink
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[[NSNotificationCenter defaultCenter] addObserver:self
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selector:@selector(windowWillClose:)
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@ -152,37 +229,37 @@ void NSAppWrapper::create_window(GLViewFunctionality const & f){
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- (void) windowWillClose:(NSNotification*)notification{
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// The default OpenGL render buffers will be destroyed. If display link
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// continues to fire without renderbuffers, OpenGL draw calls will set errors.
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linky->stop();
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}
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- (void) reshape{
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[super reshape];
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context->lock();
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// [NSView convertRectToBacking] converts point sizes to pixel sizes.
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// viewRectPixels will be larger (2x) than viewRectPoints for retina displays.
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// viewRectPixels will be the same as viewRectPoints for non-retina displays
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NSRect viewRectPixels = [self convertRectToBacking:self.bounds];
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if(functionality.resize_callback){
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functionality.resize_callback({*context}, viewRectPixels.size.width, viewRectPixels.size.height);
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functionality.resize_callback({*context, nullptr, nullptr}, viewRectPixels.size.width, viewRectPixels.size.height);
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}
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context->unlock();
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}
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- (void)renewGState{
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// Called whenever graphics state updated (such as window resize)
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// OpenGL rendering is not synchronous with other rendering on the OSX.
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// Therefore, call disableScreenUpdatesUntilFlush so the window server
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// doesn't render non-OpenGL content in the window asynchronously from
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// OpenGL content, which could cause flickering. (non-OpenGL content
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// includes the title bar and drawing done by the app with other APIs)
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[[self window] disableScreenUpdatesUntilFlush];
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[super renewGState];
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}
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@ -192,24 +269,27 @@ void NSAppWrapper::create_window(GLViewFunctionality const & f){
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- (void) drawView{
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context->set_as_current_context();
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// We draw on a secondary thread through the display link
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// When resizing the view, -reshape is called automatically on the main
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// thread. Add a mutex around to avoid the threads accessing the context
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// simultaneously when resizing
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context->lock();
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NSRect viewRectPixels = [self convertRectToBacking:self.bounds];
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (int)viewRectPixels.size.width, (int)viewRectPixels.size.height);
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if(functionality.draw_callback){
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functionality.draw_callback({*context});
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}
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CGLFlushDrawable(context->ctx);
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context->unlock();
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context->lock();
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NSRect viewRectPixels = [self convertRectToBacking:self.bounds];
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auto& ctx = context->ctx;
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if(functionality.draw_callback){
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functionality.draw_callback({*context, [viewRectPixels]{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (int)viewRectPixels.size.width, (int)viewRectPixels.size.height);
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}, [&ctx]{
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CGLFlushDrawable(ctx);
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}
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});
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}
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context->unlock();
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}
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@end
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