C++ SDL2.0.3与OGRE1.9.0和IOS
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
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 ¶ms)
{
// 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 ¶ms)
{
// 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
}