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+/************************************************************************************
+
+ Filename : OSX_OculusRoomTiny.mm
+ Content : Simplest possible first-person view test application for Oculus Rift
+ Created : May 7, 2013
+ Authors : Michael Antonov, Andrew Reisse, Artem Bolgar
+
+ Copyright : Copyright 2013 Oculus, Inc. All Rights reserved.
+
+ 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.
+
+ *************************************************************************************/
+
+#import "OSX_OculusRoomTiny.h"
+#include "RenderTiny_GL_Device.h"
+
+#include "Kernel/OVR_KeyCodes.h"
+
+using namespace OVR;
+
+//-------------------------------------------------------------------------------------
+// ***** OculusRoomTiny Class
+
+// Static pApp simplifies routing the window function.
+OculusRoomTinyApp* OculusRoomTinyApp::pApp = 0;
+
+
+OculusRoomTinyApp::OculusRoomTinyApp(OVRApp* nsapp)
+ : pRender(0),
+ LastUpdate(0),
+ NsApp(nsapp),
+ Quit(0),
+
+ // Initial location
+ EyePos(0.0f, 1.6f, -5.0f),
+ EyeYaw(YawInitial), EyePitch(0), EyeRoll(0),
+ LastSensorYaw(0),
+ SConfig(),
+ PostProcess(PostProcess_Distortion),
+ ShiftDown(false),
+ ControlDown(false)
+{
+ pApp = this;
+
+ Width = 1280;
+ Height = 800;
+
+ StartupTicks = OVR::Timer::GetTicks();
+
+ MoveForward = MoveBack = MoveLeft = MoveRight = 0;
+}
+
+OculusRoomTinyApp::~OculusRoomTinyApp()
+{
+ RemoveHandlerFromDevices();
+ pSensor.Clear();
+ pHMD.Clear();
+ destroyWindow();
+ pApp = 0;
+}
+
+
+int OculusRoomTinyApp::OnStartup(const char* args)
+{
+ OVR_UNUSED(args);
+
+
+ // *** Oculus HMD & Sensor Initialization
+
+ // Create DeviceManager and first available HMDDevice from it.
+ // Sensor object is created from the HMD, to ensure that it is on the
+ // correct device.
+
+ pManager = *DeviceManager::Create();
+
+ // We'll handle it's messages in this case.
+ pManager->SetMessageHandler(this);
+
+ CFOptionFlags detectionResult;
+ const char* detectionMessage;
+
+ do
+ {
+ // Release Sensor/HMD in case this is a retry.
+ pSensor.Clear();
+ pHMD.Clear();
+ RenderParams.MonitorName.Clear();
+
+ pHMD = *pManager->EnumerateDevices<HMDDevice>().CreateDevice();
+ if (pHMD)
+ {
+ pSensor = *pHMD->GetSensor();
+
+ // This will initialize HMDInfo with information about configured IPD,
+ // screen size and other variables needed for correct projection.
+ // We pass HMD DisplayDeviceName into the renderer to select the
+ // correct monitor in full-screen mode.
+ if (pHMD->GetDeviceInfo(&HMDInfo))
+ {
+ RenderParams.MonitorName = HMDInfo.DisplayDeviceName;
+ RenderParams.DisplayId = HMDInfo.DisplayId;
+ SConfig.SetHMDInfo(HMDInfo);
+ }
+ }
+ else
+ {
+ // If we didn't detect an HMD, try to create the sensor directly.
+ // This is useful for debugging sensor interaction; it is not needed in
+ // a shipping app.
+ pSensor = *pManager->EnumerateDevices<SensorDevice>().CreateDevice();
+ }
+
+
+ // If there was a problem detecting the Rift, display appropriate message.
+ detectionResult = kCFUserNotificationAlternateResponse;
+
+ if (!pHMD && !pSensor)
+ detectionMessage = "Oculus Rift not detected.";
+ else if (!pHMD)
+ detectionMessage = "Oculus Sensor detected; HMD Display not detected.";
+ else if (!pSensor)
+ detectionMessage = "Oculus HMD Display detected; Sensor not detected.";
+ else if (HMDInfo.DisplayDeviceName[0] == '\0')
+ detectionMessage = "Oculus Sensor detected; HMD display EDID not detected.";
+ else
+ detectionMessage = 0;
+
+ if (detectionMessage)
+ {
+ String messageText(detectionMessage);
+ messageText += "\n\n"
+ "Press 'Try Again' to run retry detection.\n"
+ "Press 'Continue' to run full-screen anyway.";
+
+ CFStringRef headerStrRef = CFStringCreateWithCString(NULL, "Oculus Rift Detection", kCFStringEncodingMacRoman);
+ CFStringRef messageStrRef = CFStringCreateWithCString(NULL, messageText, kCFStringEncodingMacRoman);
+
+ //launch the message box
+ CFUserNotificationDisplayAlert(0,
+ kCFUserNotificationNoteAlertLevel,
+ NULL, NULL, NULL,
+ headerStrRef, // header text
+ messageStrRef, // message text
+ CFSTR("Try again"),
+ CFSTR("Continue"),
+ CFSTR("Cancel"),
+ &detectionResult);
+
+ //Clean up the strings
+ CFRelease(headerStrRef);
+ CFRelease(messageStrRef);
+
+ if (detectionResult == kCFUserNotificationCancelResponse ||
+ detectionResult == kCFUserNotificationOtherResponse)
+ return 1;
+ }
+
+ } while (detectionResult != kCFUserNotificationAlternateResponse);
+
+
+ if (HMDInfo.HResolution > 0)
+ {
+ Width = HMDInfo.HResolution;
+ Height = HMDInfo.VResolution;
+ }
+
+
+ if (!setupWindow())
+ return 1;
+
+ if (pSensor)
+ {
+ // We need to attach sensor to SensorFusion object for it to receive
+ // body frame messages and update orientation. SFusion.GetOrientation()
+ // is used in OnIdle() to orient the view.
+ SFusion.AttachToSensor(pSensor);
+ SFusion.SetDelegateMessageHandler(this);
+ SFusion.SetPredictionEnabled(true);
+ }
+
+
+ // *** Initialize Rendering
+
+ // Enable multi-sampling by default.
+ RenderParams.Multisample = 4;
+ RenderParams.Fullscreen = false;//true; //?
+
+ // Setup Graphics.
+ pRender = *OSX::RenderDevice::CreateDevice(RenderParams, (void*)View);
+ if (!pRender)
+ return 1;
+
+
+ // *** Configure Stereo settings.
+
+ SConfig.SetFullViewport(Viewport(0,0, Width, Height));
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+
+ // Configure proper Distortion Fit.
+ // For 7" screen, fit to touch left side of the view, leaving a bit of invisible
+ // screen on the top (saves on rendering cost).
+ // For smaller screens (5.5"), fit to the top.
+ if (HMDInfo.HScreenSize > 0.0f)
+ {
+ if (HMDInfo.HScreenSize > 0.140f) // 7"
+ SConfig.SetDistortionFitPointVP(-1.0f, 0.0f);
+ else
+ SConfig.SetDistortionFitPointVP(0.0f, 1.0f);
+ }
+
+ pRender->SetSceneRenderScale(SConfig.GetDistortionScale());
+
+ SConfig.Set2DAreaFov(DegreeToRad(85.0f));
+
+
+ // *** Populate Room Scene
+
+ // This creates lights and models.
+ PopulateRoomScene(&Scene, pRender);
+
+
+ LastUpdate = GetAppTime();
+ return 0;
+}
+
+void OculusRoomTinyApp::OnMessage(const Message& msg)
+{
+ if (msg.Type == Message_DeviceAdded && msg.pDevice == pManager)
+ {
+ LogText("DeviceManager reported device added.\n");
+ }
+ else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pManager)
+ {
+ LogText("DeviceManager reported device removed.\n");
+ }
+ else if (msg.Type == Message_DeviceAdded && msg.pDevice == pSensor)
+ {
+ LogText("Sensor reported device added.\n");
+ }
+ else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pSensor)
+ {
+ LogText("Sensor reported device removed.\n");
+ }
+}
+
+bool OculusRoomTinyApp::setupWindow()
+{
+ NSRect winrect;
+ winrect.origin.x = 0;
+ winrect.origin.y = 1000;
+ winrect.size.width = Width;
+ winrect.size.height = Height;
+ NSWindow* win = [[NSWindow alloc] initWithContentRect:winrect styleMask:NSTitledWindowMask|NSClosableWindowMask backing:NSBackingStoreBuffered defer:NO];
+
+ OVRView* view = [[OVRView alloc] initWithFrame:winrect];
+ [win setContentView:view];
+ [win setAcceptsMouseMovedEvents:YES];
+ [win setDelegate:view];
+ [view setApp:pApp];
+ Win = win;
+ View = view;
+
+ const char* title = "OculusRoomTiny";
+ [((NSWindow*)Win) setTitle:[[NSString alloc] initWithBytes:title length:strlen(title) encoding:NSUTF8StringEncoding]];
+
+ [NSCursor hide];
+ [view warpMouseToCenter];
+ CGAssociateMouseAndMouseCursorPosition(false);
+
+ SetFullscreen(RenderParams, true);
+ return true;
+}
+
+void OculusRoomTinyApp::destroyWindow()
+{
+ SetFullscreen(RenderParams, false);
+ [((NSWindow*)Win) close];
+}
+
+void OculusRoomTinyApp::OnMouseMove(int x, int y, int modifiers)
+{
+ OVR_UNUSED(modifiers);
+
+ // Mouse motion here is always relative.
+ int dx = x, dy = y;
+ const float maxPitch = ((3.1415f/2)*0.98f);
+
+ // Apply to rotation. Subtract for right body frame rotation,
+ // since yaw rotation is positive CCW when looking down on XZ plane.
+ EyeYaw -= (Sensitivity * dx)/ 360.0f;
+
+ if (!pSensor)
+ {
+ EyePitch -= (Sensitivity * dy)/ 360.0f;
+
+ if (EyePitch > maxPitch)
+ EyePitch = maxPitch;
+ if (EyePitch < -maxPitch)
+ EyePitch = -maxPitch;
+ }
+}
+
+
+void OculusRoomTinyApp::OnKey(unsigned vk, bool down)
+{
+ switch (vk)
+ {
+ case 'Q':
+ if (down && ControlDown)
+ Exit();;
+ break;
+ case Key_Escape:
+ if (!down)
+ Exit();
+ break;
+
+ // Handle player movement keys.
+ // We just update movement state here, while the actual translation is done in OnIdle()
+ // based on time.
+ case 'W': MoveForward = down ? (MoveForward | 1) : (MoveForward & ~1); break;
+ case 'S': MoveBack = down ? (MoveBack | 1) : (MoveBack & ~1); break;
+ case 'A': MoveLeft = down ? (MoveLeft | 1) : (MoveLeft & ~1); break;
+ case 'D': MoveRight = down ? (MoveRight | 1) : (MoveRight & ~1); break;
+ case Key_Up: MoveForward = down ? (MoveForward | 2) : (MoveForward & ~2); break;
+ case Key_Down: MoveBack = down ? (MoveBack | 2) : (MoveBack & ~2); break;
+
+ case 'R':
+ SFusion.Reset();
+ break;
+
+ case 'P':
+ if (down)
+ {
+ // Toggle chromatic aberration correction on/off.
+ RenderDevice::PostProcessShader shader = pRender->GetPostProcessShader();
+
+ if (shader == RenderDevice::PostProcessShader_Distortion)
+ {
+ pRender->SetPostProcessShader(RenderDevice::PostProcessShader_DistortionAndChromAb);
+ }
+ else if (shader == RenderDevice::PostProcessShader_DistortionAndChromAb)
+ {
+ pRender->SetPostProcessShader(RenderDevice::PostProcessShader_Distortion);
+ }
+ else
+ OVR_ASSERT(false);
+ }
+ break;
+
+ // Switch rendering modes/distortion.
+ case Key_F1:
+ SConfig.SetStereoMode(Stereo_None);
+ PostProcess = PostProcess_None;
+ break;
+ case Key_F2:
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+ PostProcess = PostProcess_None;
+ break;
+ case Key_F3:
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+ PostProcess = PostProcess_Distortion;
+ break;
+
+ // Stereo IPD adjustments, in meter (default IPD is 64mm).
+ case '+':
+ case '=':
+ if (down)
+ SConfig.SetIPD(SConfig.GetIPD() + 0.0005f * (ShiftDown ? 5.0f : 1.0f));
+ break;
+ case '-':
+ case '_':
+ if (down)
+ SConfig.SetIPD(SConfig.GetIPD() - 0.0005f * (ShiftDown ? 5.0f : 1.0f));
+ break;
+
+ // Holding down Shift key accelerates adjustment velocity.
+ case Key_Shift:
+ ShiftDown = down;
+ break;
+ case Key_Meta:
+ ControlDown = down;
+ break;
+ }
+}
+
+
+void OculusRoomTinyApp::OnIdle()
+{
+ double curtime = GetAppTime();
+ float dt = float(curtime - LastUpdate);
+ LastUpdate = curtime;
+
+
+ // Handle Sensor motion.
+ // We extract Yaw, Pitch, Roll instead of directly using the orientation
+ // to allow "additional" yaw manipulation with mouse/controller.
+ if (pSensor)
+ {
+ Quatf hmdOrient = SFusion.GetOrientation();
+ float yaw = 0.0f;
+
+ hmdOrient.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&yaw, &EyePitch, &EyeRoll);
+
+ EyeYaw += (yaw - LastSensorYaw);
+ LastSensorYaw = yaw;
+ }
+
+
+ if (!pSensor)
+ {
+ const float maxPitch = ((3.1415f/2)*0.98f);
+ if (EyePitch > maxPitch)
+ EyePitch = maxPitch;
+ if (EyePitch < -maxPitch)
+ EyePitch = -maxPitch;
+ }
+
+ // Handle keyboard movement.
+ // This translates EyePos based on Yaw vector direction and keys pressed.
+ // Note that Pitch and Roll do not affect movement (they only affect view).
+ if (MoveForward || MoveBack || MoveLeft || MoveRight)
+ {
+ Vector3f localMoveVector(0,0,0);
+ Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
+
+ if (MoveForward)
+ localMoveVector = ForwardVector;
+ else if (MoveBack)
+ localMoveVector = -ForwardVector;
+
+ if (MoveRight)
+ localMoveVector += RightVector;
+ else if (MoveLeft)
+ localMoveVector -= RightVector;
+
+ // Normalize vector so we don't move faster diagonally.
+ localMoveVector.Normalize();
+ Vector3f orientationVector = yawRotate.Transform(localMoveVector);
+ orientationVector *= MoveSpeed * dt * (ShiftDown ? 3.0f : 1.0f);
+
+ EyePos += orientationVector;
+ }
+
+ // Rotate and position View Camera, using YawPitchRoll in BodyFrame coordinates.
+ //
+ Matrix4f rollPitchYaw = Matrix4f::RotationY(EyeYaw) * Matrix4f::RotationX(EyePitch) *
+ Matrix4f::RotationZ(EyeRoll);
+ Vector3f up = rollPitchYaw.Transform(UpVector);
+ Vector3f forward = rollPitchYaw.Transform(ForwardVector);
+
+
+ // Minimal head modelling.
+ float headBaseToEyeHeight = 0.15f; // Vertical height of eye from base of head
+ float headBaseToEyeProtrusion = 0.09f; // Distance forward of eye from base of head
+
+ Vector3f eyeCenterInHeadFrame(0.0f, headBaseToEyeHeight, -headBaseToEyeProtrusion);
+ Vector3f shiftedEyePos = EyePos + rollPitchYaw.Transform(eyeCenterInHeadFrame);
+ shiftedEyePos.y -= eyeCenterInHeadFrame.y; // Bring the head back down to original height
+
+ ViewMat = Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + forward, up);
+
+ // This is what transformation would be without head modeling.
+ // View = Matrix4f::LookAtRH(EyePos, EyePos + forward, up);
+
+ switch(SConfig.GetStereoMode())
+ {
+ case Stereo_None:
+ Render(SConfig.GetEyeRenderParams(StereoEye_Center));
+ break;
+
+ case Stereo_LeftRight_Multipass:
+ Render(SConfig.GetEyeRenderParams(StereoEye_Left));
+ Render(SConfig.GetEyeRenderParams(StereoEye_Right));
+ break;
+ }
+
+ pRender->Present();
+ // Force GPU to flush the scene, resulting in the lowest possible latency.
+ pRender->ForceFlushGPU();
+}
+
+
+// Render the scene for one eye.
+void OculusRoomTinyApp::Render(const StereoEyeParams& stereo)
+{
+ pRender->BeginScene(PostProcess);
+
+ // Apply Viewport/Projection for the eye.
+ pRender->ApplyStereoParams(stereo);
+ pRender->Clear();
+ pRender->SetDepthMode(true, true);
+
+ Scene.Render(pRender, stereo.ViewAdjust * ViewMat);
+
+ pRender->FinishScene();
+}
+
+void OculusRoomTinyApp::Exit()
+{
+ [NsApp stop:nil];
+ Quit = true;
+}
+
+bool OculusRoomTinyApp::SetFullscreen(const RenderTiny::RendererParams& rp, int fullscreen)
+{
+ if (fullscreen == RenderTiny::Display_Window)
+ [(OVRView*)View exitFullScreenModeWithOptions:nil];
+ else
+ {
+ NSScreen* usescreen = [NSScreen mainScreen];
+ NSArray* screens = [NSScreen screens];
+ for (int i = 0; i < [screens count]; i++)
+ {
+ NSScreen* s = (NSScreen*)[screens objectAtIndex:i];
+ CGDirectDisplayID disp = [OVRView displayFromScreen:s];
+
+ if (disp == rp.DisplayId)
+ usescreen = s;
+ }
+
+ [(OVRView*)View enterFullScreenMode:usescreen withOptions:nil];
+ }
+
+ if (pRender)
+ pRender->SetFullscreen((RenderTiny::DisplayMode)fullscreen);
+ return 1;
+}
+
+//-------------------------------------------------------------------------------------
+// ***** OS X-Specific Logic
+
+@implementation OVRApp
+
+- (void)dealloc
+{
+ [super dealloc];
+}
+
+- (void)run
+{
+ NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
+ _running = YES;
+ OculusRoomTinyApp* app;
+
+ // Initializes LibOVR. This LogMask_All enables maximum logging.
+ // Custom allocator can also be specified here.
+ OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All));
+
+ int exitCode = 0;
+ do
+ {
+ {
+ using namespace OVR;
+
+ // CreateApplication must be the first call since it does OVR::System::Initialize.
+ app = new OculusRoomTinyApp(self);
+ // The platform attached to an app will be deleted by DestroyApplication.
+
+ [self setApp:app];
+
+ const char* argv[] = {"OVRApp"};
+ exitCode = app->OnStartup(argv[0]);
+ if (exitCode)
+ break;
+ }
+ [self finishLaunching];
+ [pool drain];
+
+ while ([self isRunning])
+ {
+ pool = [[NSAutoreleasePool alloc] init];
+ NSEvent* event = [self nextEventMatchingMask:NSAnyEventMask untilDate:nil inMode:NSDefaultRunLoopMode dequeue:YES];
+ if (event)
+ {
+ [self sendEvent:event];
+ }
+ _App->OnIdle();
+ [pool drain];
+ }
+ } while(0);
+
+ delete app;
+
+ // No OVR functions involving memory are allowed after this.
+ OVR::System::Destroy();
+}
+
+@end
+
+static int KeyMap[][2] =
+{
+ { NSDeleteFunctionKey, OVR::Key_Delete },
+ { '\t', OVR::Key_Tab },
+ { '\n', OVR::Key_Return },
+ { NSPauseFunctionKey, OVR::Key_Pause },
+ { 27, OVR::Key_Escape },
+ { 127, OVR::Key_Backspace },
+ { ' ', OVR::Key_Space },
+ { NSPageUpFunctionKey, OVR::Key_PageUp },
+ { NSPageDownFunctionKey, OVR::Key_PageDown },
+ { NSNextFunctionKey, OVR::Key_PageDown },
+ { NSEndFunctionKey, OVR::Key_End },
+ { NSHomeFunctionKey, OVR::Key_Home },
+ { NSLeftArrowFunctionKey, OVR::Key_Left },
+ { NSUpArrowFunctionKey, OVR::Key_Up },
+ { NSRightArrowFunctionKey, OVR::Key_Right },
+ { NSDownArrowFunctionKey, OVR::Key_Down },
+ { NSInsertFunctionKey, OVR::Key_Insert },
+ { NSDeleteFunctionKey, OVR::Key_Delete },
+ { NSHelpFunctionKey, OVR::Key_Insert },
+};
+
+
+static KeyCode MapToKeyCode(wchar_t vk)
+{
+ unsigned key = Key_None;
+
+ if ((vk >= 'a') && (vk <= 'z'))
+ {
+ key = vk - 'a' + Key_A;
+ }
+ else if ((vk >= ' ') && (vk <= '~'))
+ {
+ key = vk;
+ }
+ else if ((vk >= '0') && (vk <= '9'))
+ {
+ key = vk - '0' + Key_Num0;
+ }
+ else if ((vk >= NSF1FunctionKey) && (vk <= NSF15FunctionKey))
+ {
+ key = vk - NSF1FunctionKey + Key_F1;
+ }
+ else
+ {
+ for (unsigned i = 0; i< (sizeof(KeyMap) / sizeof(KeyMap[1])); i++)
+ {
+ if (vk == KeyMap[i][0])
+ {
+ key = KeyMap[i][1];
+ break;
+ }
+ }
+ }
+
+ return (KeyCode)key;
+}
+
+@implementation OVRView
+
+-(BOOL) acceptsFirstResponder
+{
+ return YES;
+}
+-(BOOL) acceptsFirstMouse:(NSEvent *)ev
+{
+ return YES;
+}
+
++(CGDirectDisplayID) displayFromScreen:(NSScreen *)s
+{
+ NSNumber* didref = (NSNumber*)[[s deviceDescription] objectForKey:@"NSScreenNumber"];
+ CGDirectDisplayID disp = (CGDirectDisplayID)[didref longValue];
+ return disp;
+}
+
+-(void) warpMouseToCenter
+{
+ NSPoint w;
+ w.x = _App->GetWidth()/2.0f;
+ w.y = _App->GetHeight()/2.0f;
+ w = [[self window] convertBaseToScreen:w];
+ CGDirectDisplayID disp = [OVRView displayFromScreen:[[self window] screen]];
+ CGPoint p = {w.x, CGDisplayPixelsHigh(disp)-w.y};
+ CGDisplayMoveCursorToPoint(disp, p);
+}
+
+-(void) keyDown:(NSEvent*)ev
+{
+ NSString* chars = [ev charactersIgnoringModifiers];
+ if ([chars length])
+ {
+ wchar_t ch = [chars characterAtIndex:0];
+ OVR::KeyCode key = MapToKeyCode(ch);
+ _App->OnKey(key, true);
+ }
+}
+-(void) keyUp:(NSEvent*)ev
+{
+ NSString* chars = [ev charactersIgnoringModifiers];
+ if ([chars length])
+ {
+ wchar_t ch = [chars characterAtIndex:0];
+ OVR::KeyCode key = MapToKeyCode(ch);
+ _App->OnKey(key, false);
+
+ }
+}
+
+
+-(void)flagsChanged:(NSEvent *)ev
+{
+ static const OVR::KeyCode ModifierKeys[] = {OVR::Key_None, OVR::Key_Shift, OVR::Key_Control, OVR::Key_Alt, OVR::Key_Meta};
+
+ unsigned long cmods = [ev modifierFlags];
+ if ((cmods & 0xffff0000) != _Modifiers)
+ {
+ uint32_t mods = 0;
+ if (cmods & NSShiftKeyMask)
+ mods |= 0x01;
+ if (cmods & NSControlKeyMask)
+ mods |= 0x02;
+ if (cmods & NSAlternateKeyMask)
+ mods |= 0x04;
+ if (cmods & NSCommandKeyMask)
+ mods |= 0x08;
+
+ for (int i = 1; i <= 4; i++)
+ {
+ unsigned long m = (1 << (16+i));
+ if ((cmods & m) != (_Modifiers & m))
+ {
+ if (cmods & m)
+ _App->OnKey(ModifierKeys[i], true);
+ else
+ _App->OnKey(ModifierKeys[i], false);
+ }
+ }
+ _Modifiers = cmods & 0xffff0000;
+ }
+}
+
+-(void)ProcessMouse:(NSEvent*)ev
+{
+ switch ([ev type])
+ {
+ case NSLeftMouseDragged:
+ case NSRightMouseDragged:
+ case NSOtherMouseDragged:
+ case NSMouseMoved:
+ {
+ int dx = [ev deltaX];
+ int dy = [ev deltaY];
+
+ if (dx != 0 || dy != 0)
+ {
+ _App->OnMouseMove(dx, dy, 0);
+ [self warpMouseToCenter];
+ }
+ }
+ break;
+ case NSLeftMouseDown:
+ case NSRightMouseDown:
+ case NSOtherMouseDown:
+ break;
+ }
+}
+
+-(void) mouseMoved:(NSEvent*)ev
+{
+ [self ProcessMouse:ev];
+}
+-(void) mouseDragged:(NSEvent*)ev
+{
+ [self ProcessMouse:ev];
+}
+
+-(void) mouseDown:(NSEvent*)ev
+{
+ [self warpMouseToCenter];
+ CGAssociateMouseAndMouseCursorPosition(false);
+ [NSCursor hide];
+}
+
+//-(void)
+
+-(id) initWithFrame:(NSRect)frameRect
+{
+ NSOpenGLPixelFormatAttribute attr[] =
+ {NSOpenGLPFAWindow, NSOpenGLPFADoubleBuffer, NSOpenGLPFADepthSize, 24, nil};
+
+ NSOpenGLPixelFormat *pf = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attr] autorelease];
+
+ self = [super initWithFrame:frameRect pixelFormat:pf];
+ GLint swap = 0;
+ [[self openGLContext] setValues:&swap forParameter:NSOpenGLCPSwapInterval];
+ //[self setWantsBestResolutionOpenGLSurface:YES];
+ return self;
+}
+
+-(BOOL)windowShouldClose:(id)sender
+{
+ _App->Exit();
+ return 1;
+}
+
+@end
+
+// GL OSX-specific logic
+namespace OSX {
+
+ RenderDevice::RenderDevice(const RendererParams& p, void* osview, void* context)
+ : GL::RenderDevice(p), Context(context)
+ {
+ OVRView* view = (OVRView*)osview;
+ NSRect bounds = [view bounds];
+ WindowWidth = bounds.size.width;
+ WindowHeight= bounds.size.height;
+
+ }
+
+ RenderDevice* RenderDevice::CreateDevice(const RendererParams& rp, void* osview)
+ {
+ OVRView* view = (OVRView*)osview;
+ NSOpenGLContext *context = [view openGLContext];
+ if (!context)
+ return NULL;
+
+ [context makeCurrentContext];
+ [[view window] makeKeyAndOrderFront:nil];
+
+ return new OSX::RenderDevice(rp, osview, context);
+ }
+
+ void RenderDevice::Present()
+ {
+ NSOpenGLContext *context = (NSOpenGLContext*)Context;
+ [context flushBuffer];
+ }
+
+ void RenderDevice::Shutdown()
+ {
+ Context = NULL;
+ }
+
+ bool RenderDevice::SetFullscreen(DisplayMode fullscreen)
+ {
+ Params.Fullscreen = fullscreen;
+ return 1;
+ }
+
+}
+
+
+int main(int argc, char *argv[])
+{
+ NSApplication* nsapp = [OVRApp sharedApplication];
+ [nsapp run];
+ return 0;
+}
+