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Re: menu options for an non-standard openGL context based application
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Re: menu options for an non-standard openGL context based application


  • Subject: Re: menu options for an non-standard openGL context based application
  • From: Tobias Ford <email@hidden>
  • Date: Wed, 19 Sep 2007 02:42:19 -0500

That's nice for general cocoa apps and I'm aware that.

For a game, you usually want to deal with things a little closer to the os when you're grabbing a fullscreen context since you usually suspend/kill the windowserver in the process. Also input is handled completely differently and when using a controller fullscreen you have click through issues and in games, we grab raw data and then usually map it based off of keycodes all of the time.

Again, it's been a couple of years since I've been in osx game land.

Things change that I might not be aware of yet.

On Sep 19, 2007, at 1:39 AM, Alexander Spohr wrote:

Tobias,

doing the Interface by programming, without a nib, is suicide and useless. So don’t bother - create a nib.
Then create and instantiate a controller-class (Controller.m/h will do) in the nib and connect the app to it. The controller is the apps delegate.


Implement
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
in your controller.
This will be called when the app is completely up. Start your game from that point, not earlier!


If you have menu-items, implement actions in the controller like
- (IBAction)toggleDebug:sender
of
- (IBAction)fullscreen:sender
Do what you need there to change your state.

That is all you need.

	atze



Am 19.09.2007 um 06:45 schrieb Tobias Ford:

We have a game that creates an NSWindowed opengl context for windowed use and a full screen openGL context when capturing the screen (the default release behavior). It toggles between the two modes with key combinations. I've not over-ridden NSApplication and I'm grabbing the events using NSApplication nextEventMatchingMask. Also, while the final application is bundled, there is no IB bundle being used in the application. It's pretty much akin to a command line app being launched from the bundle. This approach works great for solving the base game event application requirements and slides in really well with our other cross platform apis for creating the game view and getting events.

In windowed debug mode though, I need to present either an os based menu bar menu or a context pop-up menu for turning on and off various features such as logging and rendering options for various systems. All of the menu oriented examples that I've looked at either require nib based solutions or at least a controller class which I don't have. My attempts at just creating and populating a menu programatically all crash further down in the Obj-C/Cocoa layers. I'm guessing that this is due to some missing step in my instantiation of the NSApplication.

My desired result is when hitting a key, unlocking the mouse from the gl window, and then either creating this menu as a context or mousing up to an already existing menu in the bar. I then need to be able to catch the selection result so I can toggle a bool. Since, I'm not nib/controller based, I'm at a loss for how to do this.

Has anyone done something like this? If you have, can you point me to either an example or documentation to do something like this? I'm fine with either Cocoa (which I have small knowledge of) or Carbon solutions (no knowledge of).

Thanks in advance and sorry for the cross posts. I wasn't really certain where this belonged. To the openGL list, I'm hoping that some else has done this and figured it was a good chance.

-------------------
Tobias Ford...
tobias1482 'at' mac.com
tford 'at' spacetimestudios.com
-------------------
Sr Programmer @ space time studios for a generic space game mmo





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------------------- Tobias Ford... tobias1482 'at' mac.com tford 'at' spacetimestudios.com ------------------- Sr Programmer @ space time studios for a generic space game mmo





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 >menu options for an non-standard openGL context based application (From: Tobias Ford <email@hidden>)

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