// // EAGLView.m // FreeFlight // // Created by Frédéric D'HAEYER on 16/10/09. // Copyright Parrot SA 2009. All rights reserved. // #import "EAGLView.h" #import "ESRenderer.h" @interface EAGLView (private) - (void)startAnimation; - (void)stopAnimation; @end @implementation EAGLView @synthesize animating; @synthesize displayLink; @dynamic animationFrameInterval; // You must implement this method + (Class) layerClass { return [CAEAGLLayer class]; } - (id)initWithFrame:(CGRect)frame andDrone:(ARDrone *)drone { if ((self = [super initWithFrame:frame])) { // Get the layer CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = NO; eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; instance = nil; renderer = [[ESRenderer alloc] initWithFrame:frame andDrone:drone]; if (!renderer) { [self release]; return nil; } displayLinkSupported = FALSE; animating = FALSE; animationFrameInterval = 1; self.displayLink = nil; // A system version of 3.1 or greater is required to use CADisplayLink. The NSTimer // class is used as fallback when it isn't available. NSString *reqSysVer = @"3.1"; NSString *currSysVer = [[UIDevice currentDevice] systemVersion]; if ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending) displayLinkSupported = TRUE; } return self; } - (void)setScreenOrientationRight:(BOOL)_screenOrientationRight { [renderer setScreenOrientationRight:_screenOrientationRight]; } - (void) setRenderer:(id)_instance { instance = _instance; } - (void) drawView { [renderer render:instance]; } - (void) layoutSubviews { [renderer resizeFromLayer:(CAEAGLLayer*)self.layer]; [self drawView]; } - (void) startAnimation { if (!animating) { if (displayLinkSupported) { // CADisplayLink is API new to iPhone SDK 3.1. Compiling against earlier versions will result in a warning, but can be dismissed // if the system version runtime check for CADisplayLink exists in -initWithCoder:. The runtime check ensures this code will // not be called in system versions earlier than 3.1. displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(drawView)]; [displayLink setFrameInterval:animationFrameInterval]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } else { animationTimer = [NSTimer scheduledTimerWithTimeInterval:(NSTimeInterval)((1.0 / 60.0) * animationFrameInterval) target:self selector:@selector(drawView) userInfo:nil repeats:TRUE]; } animating = TRUE; } } - (void)stopAnimation { if (animating) { if (displayLinkSupported) { [displayLink invalidate]; displayLink = nil; } else { [animationTimer invalidate]; animationTimer = nil; } animating = FALSE; } } - (NSInteger) animationFrameInterval { return animationFrameInterval; } - (void)setAnimationFrameInterval:(NSInteger)frameInterval { /* Frame interval defines how many display frames must pass between each time the display link fires. The display link will only fire 30 times a second when the frame internal is two on a display that refreshes 60 times a second. The default frame interval setting of one will fire 60 times a second when the display refreshes at 60 times a second. A frame interval setting of less than one results in undefined behavior. */ if (frameInterval >= 1) { animationFrameInterval = frameInterval; if (animating) { [self stopAnimation]; [self startAnimation]; } } } - (void)changeState:(BOOL)inGame { printf("%s %d\n", __FUNCTION__, inGame); if(inGame) { self.hidden = NO; [self startAnimation]; } else { self.hidden = YES; [self stopAnimation]; } } - (void) dealloc { [renderer release]; [super dealloc]; } @end