Merge branch 'master' of https://github.com/okamstudio/godot
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commit
9de87ef7e3
2 changed files with 40 additions and 0 deletions
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@ -34,6 +34,8 @@
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#import <MediaPlayer/MediaPlayer.h>
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#import <MediaPlayer/MediaPlayer.h>
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#import <AVFoundation/AVFoundation.h>
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#import <AVFoundation/AVFoundation.h>
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#define USE_CADISPLAYLINK 1 //iOS version 3.1+ is required
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@protocol GLViewDelegate;
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@protocol GLViewDelegate;
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@interface GLView : UIView<UIKeyInput>
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@interface GLView : UIView<UIKeyInput>
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@ -51,8 +53,14 @@
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// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
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// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
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GLuint depthRenderbuffer;
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GLuint depthRenderbuffer;
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#if USE_CADISPLAYLINK
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// CADisplayLink available on 3.1+ synchronizes the animation timer & drawing with the refresh rate of the display, only supports animation intervals of 1/60 1/30 & 1/15
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CADisplayLink *displayLink;
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#else
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// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
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// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
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NSTimer *animationTimer;
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NSTimer *animationTimer;
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#endif
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NSTimeInterval animationInterval;
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NSTimeInterval animationInterval;
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// Delegate to do our drawing, called by -drawView, which can be called manually or via the animation timer.
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// Delegate to do our drawing, called by -drawView, which can be called manually or via the animation timer.
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@ -413,7 +413,19 @@ static void clear_touches() {
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return;
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return;
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active = TRUE;
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active = TRUE;
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printf("start animation!\n");
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printf("start animation!\n");
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#if USE_CADISPLAYLINK
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// Approximate frame rate
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// assumes device refreshes at 60 fps
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int frameInterval = (int) floor(animationInterval * 60.0f);
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displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
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[displayLink setFrameInterval:frameInterval];
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// Setup DisplayLink in main thread
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[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
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#else
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animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
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animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
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#endif
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if (video_playing)
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if (video_playing)
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{
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{
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@ -427,8 +439,13 @@ static void clear_touches() {
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return;
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return;
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active = FALSE;
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active = FALSE;
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printf("******** stop animation!\n");
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printf("******** stop animation!\n");
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#if USE_CADISPLAYLINK
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[displayLink invalidate];
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displayLink = nil;
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#else
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[animationTimer invalidate];
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[animationTimer invalidate];
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animationTimer = nil;
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animationTimer = nil;
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#endif
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clear_touches();
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clear_touches();
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if (video_playing)
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if (video_playing)
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@ -441,7 +458,11 @@ static void clear_touches() {
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{
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{
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animationInterval = interval;
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animationInterval = interval;
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#if USE_CADISPLAYLINK
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if(displayLink)
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#else
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if(animationTimer)
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if(animationTimer)
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#endif
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{
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{
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[self stopAnimation];
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[self stopAnimation];
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[self startAnimation];
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[self startAnimation];
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@ -451,6 +472,17 @@ static void clear_touches() {
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// Updates the OpenGL view when the timer fires
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// Updates the OpenGL view when the timer fires
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- (void)drawView
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- (void)drawView
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{
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{
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#if USE_CADISPLAYLINK
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// Pause the CADisplayLink to avoid recursion
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[displayLink setPaused: YES];
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// Process all input events
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while(CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE) == kCFRunLoopRunHandledSource);
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// We are good to go, resume the CADisplayLink
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[displayLink setPaused: NO];
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#endif
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if (!active) {
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if (!active) {
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printf("draw view not active!\n");
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printf("draw view not active!\n");
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return;
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return;
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