C++ SDL2.0.3与OGRE1.9.0和IOS

C++ SDL2.0.3与OGRE1.9.0和IOS,c++,ios,sdl-2,ogre,C++,Ios,Sdl 2,Ogre,我正在尝试将SDL2.0.3集成到OGRE1.9.0的窗口和事件处理中,它在Linux下运行良好,但在iOS7.1下我遇到了问题 我无法从SDL获取任何输入或窗口事件。我正在使用wmInfo.info.uikit.window获取句柄,然后将其传递给食人魔。我唯一不确定的是我是否正确地获取了GL上下文。当我用Ogre启动SDL时,我只能得到一个事件。我需要为IOS做什么特别的事情吗 我将非常感谢任何帮助,因为我被困在上述问题 我还在OSX和IOS 7.1模拟器下工作。下面是我对原始Ogre iO

我正在尝试将SDL2.0.3集成到OGRE1.9.0的窗口和事件处理中,它在Linux下运行良好,但在iOS7.1下我遇到了问题

我无法从SDL获取任何输入或窗口事件。我正在使用
wmInfo.info.uikit.window
获取句柄,然后将其传递给食人魔。我唯一不确定的是我是否正确地获取了GL上下文。当我用Ogre启动SDL时,我只能得到一个事件。我需要为IOS做什么特别的事情吗

我将非常感谢任何帮助,因为我被困在上述问题

我还在OSX和IOS 7.1模拟器下工作。下面是我对原始Ogre iOS模板的更改

SDL和Ogre初始化:


我意识到这个问题已经存在了几年,但我也遇到了同样的问题,我希望我的解决方案对其他人有所帮助

问题是,您将SDL的UIView(SDL_uikitview)替换为Ogre的UIView(OgreEAGL2View),因此您将不再接收任何触摸输入或通过SDL_uikitview控制器或SDL_uikitview实现的任何功能。此替换在GLES2渲染系统内进行(特别是在OgreEAGL2Window.mm中)

我自己解决这个问题的方法是创建自己的UIViewController和UIView,然后将该视图放在SDL的视图后面。然后,您可以从SDL的视图接收触摸输入,同时渲染到食人魔的视图中。这需要创建Objective-C编译单元,代码如下所示:

#include "OgreEAGL2View.h"
#import <UIKit/UIWindow.h>
#import <UIKit/UIDevice.h>
// other includes

// call this from your C++ framework
// pass it your startup params
void setupMyiOSViews(Ogre::NameValuePairList &params)
{
    // grab the UIWindow (you must have called SDL_createwindow before calling this)
    SDL_SysWMinfo wmInfo;
    SDL_Window *sdlWindow;
    SDL_VERSION(&wmInfo.version);
    SDL_GetWindowWMInfo(sdlWindow, &wmInfo);
    UIWindow *w = wmInfo.info.uikit.window;

    // get a rectangle with the screen dimensions
    CGRect rect = [[UIScreen mainScreen] applicationFrame];
    // instantiate a view controller of Ogre's subclass of UIViewController
    EAGL2ViewController *myViewController = [[EAGL2ViewController alloc] init];
    // instantiate a view of Ogre's subclass of UIView
    EAGL2View *myView = [[EAGL2View alloc] initWithFrame:rect];
    // make sure it's not transparent
    myView.opaque = YES;
    // attach the view to the viewcontroller
    myViewController.view = myView;
    // add the view to the current window
    [w addSubview:myView];
    // put the view *behind* the SDL view
    [w sendSubviewToBack:myView];

    // add the window, viewcontroller, and view to the proper parameters
    // UIWindow maps to param: externalWindowHandle
    // UIViewController maps to param: externalViewControllerHandle
    // UIView maps to param: externalViewHandle
    Ogre::String str_w = Ogre::StringConverter::toString((unsigned long)w);
    Ogre::String str_vc = Ogre::StringConverter::toString((unsigned long)myViewController);
    Ogre::String str_v = Ogre::StringConverter::toString((unsigned long)myView);

    params["externalWindowHandle"] = str_w;
    params["externalViewControllerHandle"] = str_vc;
    params["externalViewHandle"] = str_v;

    Ogre::LogManager::getSingleton().logMessage("externalWindowHandle: " + str_w);
    Ogre::LogManager::getSingleton().logMessage("externalViewControllerHandle: " + str_vc);
    Ogre::LogManager::getSingleton().logMessage("externalViewHandle: " + str_v);

// now pass params into Ogre::Root::createRenderWindow
}
#包括“OgreEAGL2View.h”
#进口
#进口
//其他包括
/从C++框架调用这个
//将其传递给您的启动参数
void setupMyiOSViews(Ogre::NameValuePairList和params)
{
//抓取UIWindow(在调用该窗口之前,必须先调用SDL_createwindow)
SDL_SysWMinfo wmInfo;
SDL_窗口*sdlWindow;
SDL_版本(&wmInfo.VERSION);
SDL_GetWindowWMInfo(sdlWindow和wmInfo);
UIWindow*w=wmInfo.info.uikit.window;
//获取一个带有屏幕尺寸的矩形
CGRect rect=[[UIScreen mainScreen]applicationFrame];
//实例化Ogre的UIViewController子类的视图控制器
EAGL2ViewController*myViewController=[[EAGL2ViewController alloc]init];
//实例化食人魔UIView子类的视图
EAGL2View*myView=[[EAGL2View alloc]initWithFrame:rect];
//确保它不是透明的
myView.不透明=是;
//将视图附着到viewcontroller
myViewController.view=myView;
//将视图添加到当前窗口
[w addSubview:myView];
//将视图*放在SDL视图*后面
[w sendSubviewToBack:myView];
//将窗口、viewcontroller和视图添加到适当的参数中
//UIWindow映射到参数:externalWindowHandle
//UIViewController映射到参数:externalViewControllerHandle
//UIView映射到参数:externalViewHandle
Ogre::String str_w=Ogre::StringConverter::toString((unsigned long)w);
Ogre::String str_vc=Ogre::StringConverter::toString((无符号长)myViewController);
Ogre::String str_v=Ogre::StringConverter::toString((无符号长)myView);
params[“externalWindowHandle”]=str_w;
参数[“externalViewControllerHandle”]=str_vc;
参数[“externalViewHandle”]=str_v;
Ogre::LogManager::getSingleton().logMessage(“externalWindowHandle:”+str_w);
Ogre::LogManager::getSingleton().logMessage(“externalViewControllerHandle:”+str_vc);
Ogre::LogManager::getSingleton().logMessage(“externalViewHandle:”+str_v);
//现在将参数传递到Ogre::Root::createRenderWindow
}

注意,甚至不需要使用SDL创建上下文和上下文。食人魔现在将渲染到它自己的视图和viewcontroller中

这可能有助于作为指导:是的,我看到了这个,但它在IOS或OSX下不起作用。
DemoApp demo;
demo.startDemo();

bool done = false;

SDL_Event event;

double mStartTime;
double mLastFrameTime;

while (!done)
{

  mStartTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU();
  OgreFramework::getSingletonPtr()->updateOgre(mLastFrameTime);
  OgreFramework::getSingletonPtr()->m_pRoot->renderOneFrame();
  mLastFrameTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU() - mStartTime;


    while (SDL_PollEvent(&event))
    {
        switch (event.type)
        {
            case SDL_FINGERMOTION:
                SDL_Log("Finger Motion");
                break;

            case SDL_FINGERDOWN:
                SDL_Log("Finger Down");
                break;

            case SDL_FINGERUP:
                SDL_Log("Finger Up");
                break;

            case SDL_QUIT:
                done = true;
                break;

            case SDL_APP_DIDENTERFOREGROUND:
                SDL_Log("SDL_APP_DIDENTERFOREGROUND");
                break;

            case SDL_APP_DIDENTERBACKGROUND:
                SDL_Log("SDL_APP_DIDENTERBACKGROUND");
                break;

            case SDL_APP_LOWMEMORY:
                SDL_Log("SDL_APP_LOWMEMORY");
                break;

            case SDL_APP_TERMINATING:
                SDL_Log("SDL_APP_TERMINATING");
                break;

            case SDL_APP_WILLENTERBACKGROUND:
                SDL_Log("SDL_APP_WILLENTERBACKGROUND");
                break;

            case SDL_APP_WILLENTERFOREGROUND:
                SDL_Log("SDL_APP_WILLENTERFOREGROUND");
                break;

            case SDL_WINDOWEVENT:
            {
                switch (event.window.event)
                {

                    case SDL_WINDOWEVENT_RESIZED:
                    {
                        SDL_Log("Window %d resized to %dx%d", event.window.windowID, event.window.data1, event.window.data2);

                        break;
                    }
                }
            }
        }
    }
#include "OgreEAGL2View.h"
#import <UIKit/UIWindow.h>
#import <UIKit/UIDevice.h>
// other includes

// call this from your C++ framework
// pass it your startup params
void setupMyiOSViews(Ogre::NameValuePairList &params)
{
    // grab the UIWindow (you must have called SDL_createwindow before calling this)
    SDL_SysWMinfo wmInfo;
    SDL_Window *sdlWindow;
    SDL_VERSION(&wmInfo.version);
    SDL_GetWindowWMInfo(sdlWindow, &wmInfo);
    UIWindow *w = wmInfo.info.uikit.window;

    // get a rectangle with the screen dimensions
    CGRect rect = [[UIScreen mainScreen] applicationFrame];
    // instantiate a view controller of Ogre's subclass of UIViewController
    EAGL2ViewController *myViewController = [[EAGL2ViewController alloc] init];
    // instantiate a view of Ogre's subclass of UIView
    EAGL2View *myView = [[EAGL2View alloc] initWithFrame:rect];
    // make sure it's not transparent
    myView.opaque = YES;
    // attach the view to the viewcontroller
    myViewController.view = myView;
    // add the view to the current window
    [w addSubview:myView];
    // put the view *behind* the SDL view
    [w sendSubviewToBack:myView];

    // add the window, viewcontroller, and view to the proper parameters
    // UIWindow maps to param: externalWindowHandle
    // UIViewController maps to param: externalViewControllerHandle
    // UIView maps to param: externalViewHandle
    Ogre::String str_w = Ogre::StringConverter::toString((unsigned long)w);
    Ogre::String str_vc = Ogre::StringConverter::toString((unsigned long)myViewController);
    Ogre::String str_v = Ogre::StringConverter::toString((unsigned long)myView);

    params["externalWindowHandle"] = str_w;
    params["externalViewControllerHandle"] = str_vc;
    params["externalViewHandle"] = str_v;

    Ogre::LogManager::getSingleton().logMessage("externalWindowHandle: " + str_w);
    Ogre::LogManager::getSingleton().logMessage("externalViewControllerHandle: " + str_vc);
    Ogre::LogManager::getSingleton().logMessage("externalViewHandle: " + str_v);

// now pass params into Ogre::Root::createRenderWindow
}