// // NSWrapper.mm // XcodeOpenCL // // Created by Joshua Moerman on 13/04/14. // // #include "NSWrapper.hpp" #include "NSGLWrapper.hpp" #include #import #import GLViewFunctionality simple_draw(std::function f){ return {nullptr, [f](ContextParameters){ f(); }, nullptr}; } @interface GLView : NSOpenGLView // All three will only be called with the current gl context already set // May be called from different threads (but the properties are atomic by default) @property GLViewFunctionality functionality; @end struct NSAppWrapperImpl { NSAppWrapperImpl() { app = [NSApplication sharedApplication]; app.activationPolicy = NSApplicationActivationPolicyRegular; appName = [[NSProcessInfo processInfo] processName]; } void set_up_menu() { NSMenu* appMenu = [NSMenu new]; [appMenu addItemWithTitle:[@"Quit " stringByAppendingString:appName] action:@selector(terminate:) keyEquivalent:@"q"]; NSMenuItem * menuItem = [NSMenuItem new]; menuItem.submenu = appMenu; app.mainMenu = [NSMenu new]; [app.mainMenu addItem:menuItem]; } void create_window(GLViewFunctionality const & f) { NSWindow * window = [[NSWindow alloc] initWithContentRect:NSMakeRect(0, 0, 500, 500) styleMask:NSTitledWindowMask | NSResizableWindowMask | NSMiniaturizableWindowMask backing:NSBackingStoreBuffered defer:YES]; window.title = appName; window.collectionBehavior |= NSWindowCollectionBehaviorFullScreenPrimary; [window center]; [window makeKeyAndOrderFront:nil]; NSRect frame = [window contentRectForFrameRect:window.frame]; frame.origin = {0, 0}; GLView * view = [[GLView alloc] initWithFrame:frame]; view.functionality = f; window.contentView = view; windows.push_back(window); } void run() { [app run]; } NSApplication * app; std::vector windows; NSString * appName; }; NSAppWrapper::NSAppWrapper() : impl(new NSAppWrapperImpl){ impl->set_up_menu(); } NSAppWrapper::~NSAppWrapper() = default; void NSAppWrapper::run() { impl->run(); } void NSAppWrapper::create_window(GLViewFunctionality const & f){ impl->create_window(f); } /* Some general notes about GLView: - It is in a multithreaded context. The CVDisplayLink will run on a diferent thread than the main thread. However the main thread *will also draw* (eg. when reshaping, to avoid flickering). So there are some locks here and there. - Hopefully the C++ objects are destructed nicely - There is syntax for the constructor, so I used unique_ptr... */ @implementation GLView { std::unique_ptr context; std::unique_ptr linky; } @synthesize functionality; - (id) initWithFrame:(NSRect)frameRect { if(self = [super initWithFrame:frameRect]){ context = std::unique_ptr(new GLContext); self.pixelFormat = [[NSOpenGLPixelFormat alloc] initWithCGLPixelFormatObj: context->pix]; self.openGLContext = [[NSOpenGLContext alloc] initWithCGLContextObj: context->ctx]; self.wantsBestResolutionOpenGLSurface = YES; // Opt-in for retina } return self; } - (void) prepareOpenGL{ [super prepareOpenGL]; context->set_as_current_context(); // Synchronize buffer swaps with vertical refresh rate GLint swapInt = 1; [[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; if(functionality.initialize_callback){ functionality.initialize_callback({*context}); } // Create a display link capable of being used with all active displays linky = std::unique_ptr(new CVDisplayLinky(*context)); linky->callback = [=]{ // will be called in a different thread => need new autoreleasepool @autoreleasepool { [self drawView]; } }; linky->start(); // Register to be notified when the window closes so we can stop the displaylink [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(windowWillClose:) name:NSWindowWillCloseNotification object:[self window]]; } - (void) windowWillClose:(NSNotification*)notification{ // The default OpenGL render buffers will be destroyed. If display link // continues to fire without renderbuffers, OpenGL draw calls will set errors. linky->stop(); } - (void) reshape{ [super reshape]; context->lock(); // [NSView convertRectToBacking] converts point sizes to pixel sizes. // viewRectPixels will be larger (2x) than viewRectPoints for retina displays. // viewRectPixels will be the same as viewRectPoints for non-retina displays NSRect viewRectPixels = [self convertRectToBacking:self.bounds]; if(functionality.resize_callback){ functionality.resize_callback({*context}, viewRectPixels.size.width, viewRectPixels.size.height); } context->unlock(); } - (void)renewGState{ // Called whenever graphics state updated (such as window resize) // OpenGL rendering is not synchronous with other rendering on the OSX. // Therefore, call disableScreenUpdatesUntilFlush so the window server // doesn't render non-OpenGL content in the window asynchronously from // OpenGL content, which could cause flickering. (non-OpenGL content // includes the title bar and drawing done by the app with other APIs) [[self window] disableScreenUpdatesUntilFlush]; [super renewGState]; } - (void) drawRect: (NSRect) theRect{ [self drawView]; } - (void) drawView{ context->set_as_current_context(); // We draw on a secondary thread through the display link // When resizing the view, -reshape is called automatically on the main // thread. Add a mutex around to avoid the threads accessing the context // simultaneously when resizing context->lock(); NSRect viewRectPixels = [self convertRectToBacking:self.bounds]; glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, (int)viewRectPixels.size.width, (int)viewRectPixels.size.height); if(functionality.draw_callback){ functionality.draw_callback({*context}); } CGLFlushDrawable(context->ctx); context->unlock(); } @end