MyOpenGLView.m

/*
 MyOpenGLView.m
    An NSOpenGLView subclass that delegates to separate "scene" and "controller" objects for
    OpenGL rendering and input event handling, respectively -- facilitating sharing of this
    functionality by code that renders in FullScreen mode.
 
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*/
 
#import "MyOpenGLView.h"
#import "Scene.h"
 
@implementation MyOpenGLView
 
- initWithFrame:(NSRect)frameRect
{
    // Pixel Format Attributes for the View-based (non-FullScreen) NSOpenGLContext
    NSOpenGLPixelFormatAttribute attrs[] = {
 
        // Specifying "NoRecovery" gives us a context that cannot fall back to the software renderer.  This makes the View-based context a compatible with the fullscreen context, enabling us to use the "shareContext" feature to share textures, display lists, and other OpenGL objects between the two.
        NSOpenGLPFANoRecovery,
 
        // Attributes Common to FullScreen and non-FullScreen
        NSOpenGLPFAColorSize, 24,
        NSOpenGLPFADepthSize, 16,
        NSOpenGLPFADoubleBuffer,
        NSOpenGLPFAAccelerated,
        0
    };
    long rendererID;
 
    // Create our non-FullScreen pixel format.
    NSOpenGLPixelFormat* pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
 
    // Just as a diagnostic, report the renderer ID that this pixel format binds to.  CGLRenderers.h contains a list of known renderers and their corresponding RendererID codes.
    [pixelFormat getValues:&rendererID forAttribute:NSOpenGLPFARendererID forVirtualScreen:0];
    NSLog(@"NSOpenGLView pixelFormat RendererID = %08x", (unsigned)rendererID);
 
    self = [super initWithFrame:frameRect pixelFormat:pixelFormat];
    if (self) {
        scene = [[Scene alloc] init];
    }
    return self;
}
 
- (void)dealloc
{
    [scene release];
    [super dealloc];
}
 
- (Scene *)scene
{
    return scene;
}
 
- (void) drawRect:(NSRect)aRect
{
    // Delegate to our scene object for rendering.
    [scene render];
    [[self openGLContext] flushBuffer];
}
 
- (void) reshape
{
    // Delegate to our scene object to update for a change in the view size.
    [scene setViewportRect:[self bounds]];
}
 
- (BOOL) acceptsFirstResponder
{
    // We want this view to be able to receive key events.
    return YES;
}
 
- (void) keyDown:(NSEvent *)theEvent
{
    // Delegate to our controller object for handling key events.
    [controller keyDown:theEvent];
}
 
- (void)mouseDown:(NSEvent *)theEvent
{
    // Delegate to our controller object for handling mouse events.
    [controller mouseDown:theEvent];
}
 
@end