ios: intro GLKit services
authorAlexis Laferrière <alexis.laf@xymus.net>
Mon, 11 Dec 2017 03:39:04 +0000 (22:39 -0500)
committerAlexis Laferrière <alexis.laf@xymus.net>
Sun, 14 Jan 2018 15:40:20 +0000 (10:40 -0500)
Signed-off-by: Alexis Laferrière <alexis.laf@xymus.net>

lib/ios/glkit.nit [new file with mode: 0644]

diff --git a/lib/ios/glkit.nit b/lib/ios/glkit.nit
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+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+#     http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# GLKit services to create an OpenGL ES context on iOS
+module glkit
+
+#import glesv2
+import ios
+
+in "ObjC Header" `{
+       #import <GLKit/GLKit.h>
+
+       // Nit controller for games
+       @interface GameViewController : GLKViewController
+
+               // Nit object receiving callbacks
+               @property void* nit_glk_view;
+       @end
+`}
+
+in "ObjC" `{
+
+       @implementation GameViewController
+
+               - (void)update
+               {
+                       NitGLKView_update((NitGLKView)self.nit_glk_view);
+               }
+
+               - (UIInterfaceOrientationMask)supportedInterfaceOrientations
+               {
+                       long res = NitGLKView_supported_interface_orientations((NitGLKView)self.nit_glk_view);
+                       if (res == 0) return [super supportedInterfaceOrientations];
+                       return (UIInterfaceOrientationMask)res;
+               }
+
+               - (BOOL)shouldAutorotate
+               {
+                       return NitGLKView_should_autorotate((NitGLKView)self.nit_glk_view);
+               }
+
+               - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
+               {
+                       NitGLKView_touches_began((NitGLKView)self.nit_glk_view, touches, event);
+               }
+
+               - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
+               {
+                       NitGLKView_touches_moved((NitGLKView)self.nit_glk_view, touches, event);
+               }
+
+               - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
+               {
+                       NitGLKView_touches_ended((NitGLKView)self.nit_glk_view, touches, event);
+               }
+
+               - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
+               {
+                       NitGLKView_touches_cancelled((NitGLKView)self.nit_glk_view, touches, event);
+               }
+
+               - (void)viewWillTransitionToSize:(CGSize)size
+                 withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator {
+                       NitGLKView_view_will_transition_to_size((NitGLKView)self.nit_glk_view, size.width, size.height);
+               }
+        @end
+`}
+
+# Wrapper for both an Objective-C `GLKViewController` and its `GLKView`
+private extern class NativeGLKViewController in "ObjC" `{ GLKViewController * `}
+       super NSObject
+
+       fun content_scale_factor: Float in "ObjC" `{ return self.view.contentScaleFactor; `}
+       fun drawable_width: Int in "ObjC" `{ return ((GLKView*)self.view).drawableWidth; `}
+       fun drawable_height: Int in "ObjC" `{ return ((GLKView*)self.view).drawableHeight; `}
+       fun bind_drawable in "ObjC" `{ [((GLKView*)self.view) bindDrawable]; `}
+
+       fun multiple_touch_enabled: Bool in "ObjC" `{ return [self.view isMultipleTouchEnabled]; `}
+       fun multiple_touch_enabled=(val: Bool) in "ObjC" `{ return [self.view setMultipleTouchEnabled: val]; `}
+end
+
+# OpenGL view controller
+class NitGLKView
+       private var native: NativeGLKViewController = setup(app.app_delegate)
+
+       # Scale factor from logical coordinate space to the device coordinate space
+       fun content_scale_factor: Float do return native.content_scale_factor
+
+       # Width of the underlying framebuffer
+       fun drawable_width: Int do return native.drawable_width
+
+       # Height of the underlying framebuffer
+       fun drawable_height: Int do return native.drawable_height
+
+       # Bind the view framebuffer
+       fun bind_drawable do native.bind_drawable
+
+       private fun setup(app_delegate: AppDelegate): NativeGLKViewController
+       import touches_began, touches_moved, touches_ended, touches_cancelled,
+       update, should_autorotate, supported_interface_orientations,
+       view_will_transition_to_size in "ObjC" `{
+
+               app_delegate.window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
+               app_delegate.window.backgroundColor = [UIColor whiteColor]; // TODO make configurable
+
+               // Create EAGL context and view
+               EAGLContext * context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2];
+               GLKView *view = [[GLKView alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
+               view.context = context;
+
+               // Ask for antialiasing
+               view.drawableMultisample = GLKViewDrawableMultisample4X;
+               view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
+
+               GameViewController *cont = [[GameViewController alloc] init];
+               cont.view = view;
+
+               // Setup callbacks
+               NitGLKView_incr_ref(self);
+               cont.nit_glk_view = self;
+
+               // Make our controller the root
+               view.delegate = cont;
+               [app_delegate.window setRootViewController: cont];
+
+               // Enable the context
+               [app_delegate.window makeKeyAndVisible];
+               [EAGLContext setCurrentContext: context];
+               [view bindDrawable];
+
+               return cont;
+       `}
+
+       # Is multi-touch supported?
+       fun multiple_touch_enabled: Bool do return native.multiple_touch_enabled
+
+       # Is multi-touch supported?
+       fun multiple_touch_enabled=(val: Bool) do native.multiple_touch_enabled = val
+
+       # Should the view auto rotate to follow the device orientation?
+       #
+       # Defaults to `true`.
+       fun should_autorotate: Bool do return true
+
+       # If `should_autorotate`, what are the supported interface orientations?
+       #
+       # Redef to return values of Objective-C `UIInterfaceOrientationMask`
+       fun supported_interface_orientations: Int do return 0
+
+       # Hook to update the view content, called once per frame
+       fun update do end
+
+       # Hook on a new touch event
+       fun touches_began(touches: NSSet_UITouch, event: UIEvent) do end
+
+       # Hook when a touch moves
+       fun touches_moved(touches: NSSet_UITouch, event: UIEvent) do end
+
+       # Hook on the end of a touch event
+       fun touches_ended(touches: NSSet_UITouch, event: UIEvent) do end
+
+       # Hook on a touch event cancellation
+       fun touches_cancelled(touches: NSSet_UITouch, event: UIEvent) do end
+
+       # Hook when size of the view is about to change to `width` by `height`
+       fun view_will_transition_to_size(width, height: Float) do end
+end
+
+# UIKit event
+extern class UIEvent in "ObjC" `{ UIEvent * `}
+       super NSObject
+end
+
+# Objective-C `NSSet` of `UITouch`
+extern class NSSet_UITouch in "ObjC" `{ NSSet<UITouch*>* `}
+       super NSObject
+
+       # Get any object of this set
+       fun any_object: UITouch in "ObjC" `{ return [self anyObject]; `}
+end
+
+# UIKit touch event
+extern class UITouch in "ObjC" `{ UITouch * `}
+
+       # X coordinate
+       fun x: Float in "ObjC" `{ return [self locationInView:self.view].x; `}
+
+       # Y coordinate
+       fun y: Float in "ObjC" `{ return [self locationInView:self.view].y; `}
+
+       # Address of this object as an integer for identity detection
+       fun to_i: Int in "ObjC" `{ return (long)self; `}
+end