MyOpenGLView.m

/*
     File: MyOpenGLView.m
 Abstract: MyOpenGLView.h
  Version: 1.2
 
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 MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION
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*/
#import "MyOpenGLView.h"
 
@implementation MyOpenGLView
 
//////////////////////////////////////////////////////
//Override NSView's initWithFrame: to specify our pixel format:
//Note: initWithFrame is called only if a "Custom View" is used in Interface BBuilder 
//and the custom class is a subclass of NSView. For more information on resource loading
//see: developer.apple.com (ADC Home > Documentation > Cocoa > Resource Management > Loading Resources) 
- (id) initWithFrame: (NSRect) frame
{
    GLuint attribs[] = 
    {
        NSOpenGLPFAAccelerated,
        NSOpenGLPFADoubleBuffer,
        NSOpenGLPFANoRecovery,
        NSOpenGLPFAColorSize, 32,
        NSOpenGLPFADepthSize, 16,
        0
    };
    
    NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs]; 
    
    if (!fmt)
        NSLog(@"No OpenGL pixel format");
    
    self = [super initWithFrame:frame pixelFormat: [fmt autorelease]];
    
    if (self)
        scene = [[Scene alloc] init];
    
    return self;
}
 
- (void) dealloc
{
    //remember to clean up!
    [scene release];
    [super dealloc];
}
 
#pragma mark OpenGL drawing
 
// update the projection matrix based on view size
- (void) updateProjection {
    //get bounds
    NSRect bounds = [self bounds];
    
    //define the viewport
    glViewport(0, 0, (GLsizei) bounds.size.width, (GLsizei)bounds.size.height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    
    //define "the world" window
    gluOrtho2D(0.0, bounds.size.width, 0.0, bounds.size.height);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}
 
//  Override the view's drawRect: to draw our GL content. 
- (void) drawRect: (NSRect) rect
{
    [[self openGLContext] makeCurrentContext];
    [self updateProjection];
    
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    
    //draw Objects
    [scene drawObjects];
    
    [[self openGLContext] flushBuffer];
}
 
#pragma mark Mouse Click Handling 
- (void)mouseUp:(NSEvent *)theEvent {
    [scene resetCurrentObject]; //selects "No object"
    
    /*
        could return a bool and if yes then redraw, it means that an object had to be manually relocated to not be out of bounds
        
    */
    
    
}
 
//View Accepts Mouse down events
- (void)mouseDown:(NSEvent*) event {
    NSPoint eventLocation = [self convertPoint:[event locationInWindow] fromView:nil];
 
    //set the listener position to the new mouse location
    if([scene selectCurrentObject:&eventLocation] >=0) {
        [scene setObjectPosition:&eventLocation];
    }   
    
    //redraw screen, calls drawRect
    [self setNeedsDisplay:YES];
}
 
- (void) mouseDragged:(NSEvent*) event {
    [self mouseDown:event];
}
 
#pragma mark FirstResponder Changes
 
- (BOOL)acceptsFirstResponder
{
    return YES;
}
 
- (BOOL)becomeFirstResponder
{
    return  YES;
}
 
- (BOOL)resignFirstResponder
{
    return YES;
}
#pragma mark Get/Set
 
- (Scene *)scene {
    return [[scene retain] autorelease];
}
 
- (void)setScene:(Scene *)value {
    if (scene != value) {
        [scene release];
        scene = [value copy];
    }
}
 
@end