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Examples: iOS: Fixed missing call to CreateContext() + various shallow coding style tweaks. (#1835)
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@ -9,10 +9,8 @@
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#import "debug_hud.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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#define SERVERNAME_KEY @"ServerName"
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#define SERVERNAME_ALERT_TAG (10)
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#define SERVERNAME_ALERT_TAG 10
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// Uniform index.
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enum
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@ -20,23 +18,22 @@ enum
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UNIFORM_MODELVIEWPROJECTION_MATRIX,
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UNIFORM_NORMAL_MATRIX,
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UNIFORM_DIFFUSE_COLOR,
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NUM_UNIFORMS
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UNIFORM_COUNT_
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};
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GLint uniforms[NUM_UNIFORMS];
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static GLint uniforms[UNIFORM_COUNT_];
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// Attribute index.
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enum
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{
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ATTRIB_VERTEX,
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ATTRIB_NORMAL,
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NUM_ATTRIBUTES
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ATTRIB_COUNT_
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};
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GLfloat gCubeVertexData[216] =
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static const GLfloat gCubeVertexData[216] =
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{
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// Data layout for each line below is:
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// positionX, positionY, positionZ, normalX, normalY, normalZ,
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// pos x/y/z, normal x/y/z,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
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@ -83,22 +80,18 @@ GLfloat gCubeVertexData[216] =
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@interface GameViewController () <UIAlertViewDelegate>
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{
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GLuint _program;
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GLKMatrix4 _modelViewProjectionMatrix;
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GLKMatrix3 _normalMatrix;
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float _rotation;
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GLuint _vertexArray;
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GLuint _vertexBuffer;
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DebugHUD _hud;
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}
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@property (strong, nonatomic) EAGLContext *context;
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@property (strong, nonatomic) GLKBaseEffect *effect;
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@property (strong, nonatomic) ImGuiHelper *imgui;
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@property (weak, nonatomic) IBOutlet UIButton *btnServername;
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@property (strong, nonatomic) NSString *serverName;
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@property (strong, nonatomic) EAGLContext* context;
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@property (strong, nonatomic) GLKBaseEffect* effect;
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@property (strong, nonatomic) ImGuiHelper* imgui;
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@property (weak, nonatomic) IBOutlet UIButton* btnServername;
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@property (strong, nonatomic) NSString* serverName;
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- (IBAction)onServernameTapped:(id)sender;
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@ -106,7 +99,7 @@ GLfloat gCubeVertexData[216] =
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- (void)tearDownGL;
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- (BOOL)loadShaders;
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- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
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- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
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- (BOOL)linkProgram:(GLuint)prog;
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- (BOOL)validateProgram:(GLuint)prog;
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@end
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@ -119,9 +112,8 @@ GLfloat gCubeVertexData[216] =
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self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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if (!self.context) {
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if (!self.context)
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NSLog(@"Failed to create ES context");
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}
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GLKView *view = (GLKView *)self.view;
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view.context = self.context;
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@ -140,30 +132,29 @@ GLfloat gCubeVertexData[216] =
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[self.imgui connectServer: self.serverName ];
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}
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DebugHUD_InitDefaults( &_hud );
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DebugHUD_InitDefaults(&_hud);
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}
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- (void)dealloc
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{
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[self tearDownGL];
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if ([EAGLContext currentContext] == self.context) {
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if ([EAGLContext currentContext] == self.context)
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[EAGLContext setCurrentContext:nil];
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}
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}
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- (void)didReceiveMemoryWarning
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{
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[super didReceiveMemoryWarning];
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if ([self isViewLoaded] && ([[self view] window] == nil)) {
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if ([self isViewLoaded] && ([[self view] window] == nil))
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{
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self.view = nil;
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[self tearDownGL];
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if ([EAGLContext currentContext] == self.context) {
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if ([EAGLContext currentContext] == self.context)
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[EAGLContext setCurrentContext:nil];
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}
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self.context = nil;
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}
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@ -171,7 +162,8 @@ GLfloat gCubeVertexData[216] =
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}
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- (BOOL)prefersStatusBarHidden {
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- (BOOL)prefersStatusBarHidden
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{
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return YES;
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}
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@ -185,7 +177,7 @@ GLfloat gCubeVertexData[216] =
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- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
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{
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if ((buttonIndex==0)&&(alertView.tag==SERVERNAME_ALERT_TAG))
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if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
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{
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// This is really janky. I usually just hardcode the servername since I'm building it anyway.
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// If you want to properly handle updating the server, you'll want to tear down and recreate
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@ -193,7 +185,8 @@ GLfloat gCubeVertexData[216] =
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BOOL serverNameWasSet = self.serverName.length > 0;
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NSString *serverName = [[alertView textFieldAtIndex:0] text];
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if ([serverName length] > 0) {
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if ([serverName length] > 0)
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{
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self.serverName = serverName;
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NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
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[userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
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@ -202,7 +195,8 @@ GLfloat gCubeVertexData[216] =
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[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
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// If we hadn't previously connected, try now
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if (!serverNameWasSet) {
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if (!serverNameWasSet)
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{
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[self.imgui connectServer:self.serverName];
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}
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else
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@ -241,8 +235,6 @@ GLfloat gCubeVertexData[216] =
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glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
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glBindVertexArrayOES(0);
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}
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- (void)tearDownGL
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@ -254,7 +246,8 @@ GLfloat gCubeVertexData[216] =
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self.effect = nil;
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if (_program) {
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if (_program)
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{
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glDeleteProgram(_program);
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_program = 0;
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}
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@ -285,9 +278,7 @@ GLfloat gCubeVertexData[216] =
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modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
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_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
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_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
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_rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
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}
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@ -359,7 +350,8 @@ GLfloat gCubeVertexData[216] =
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glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
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// Link program.
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if (![self linkProgram:_program]) {
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if (![self linkProgram:_program])
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{
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NSLog(@"Failed to link program: %d", _program);
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if (vertShader) {
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@ -384,11 +376,13 @@ GLfloat gCubeVertexData[216] =
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uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
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// Release vertex and fragment shaders.
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if (vertShader) {
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if (vertShader)
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{
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glDetachShader(_program, vertShader);
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glDeleteShader(vertShader);
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}
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if (fragShader) {
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if (fragShader)
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{
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glDetachShader(_program, fragShader);
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glDeleteShader(fragShader);
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}
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@ -402,7 +396,8 @@ GLfloat gCubeVertexData[216] =
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const GLchar *source;
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source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
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if (!source) {
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if (!source)
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{
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NSLog(@"Failed to load vertex shader");
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return NO;
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}
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@ -423,7 +418,8 @@ GLfloat gCubeVertexData[216] =
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#endif
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
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if (status == 0) {
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if (status == 0)
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{
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glDeleteShader(*shader);
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return NO;
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}
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@ -439,7 +435,8 @@ GLfloat gCubeVertexData[216] =
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#if defined(DEBUG)
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GLint logLength;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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if (logLength > 0)
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{
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GLchar *log = (GLchar *)malloc(logLength);
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glGetProgramInfoLog(prog, logLength, &logLength, log);
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NSLog(@"Program link log:\n%s", log);
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@ -448,10 +445,8 @@ GLfloat gCubeVertexData[216] =
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#endif
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if (status == 0) {
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if (status == 0)
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return NO;
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}
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return YES;
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}
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@ -469,10 +464,8 @@ GLfloat gCubeVertexData[216] =
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}
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glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
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if (status == 0) {
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if (status == 0)
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return NO;
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}
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return YES;
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}
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@ -278,7 +278,6 @@ void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
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int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
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io.AddInputCharacter((unsigned short)charForKeycode);
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}
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}
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void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
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@ -461,14 +460,15 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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- (void)setupImGuiHooks
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{
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ImGuiIO &io = ImGui::GetIO();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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[self setupKeymaps];
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// Account for retina display for glScissor
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g_displayScale = [[UIScreen mainScreen] scale];
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ImGuiStyle &style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle();
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style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
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io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
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@ -532,9 +532,8 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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// Create a background thread for synergy
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_synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
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dispatch_async( _synergyQueue, ^{
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while (1) {
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uSynergyUpdate( &_synergyCtx );
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}
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while (1)
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uSynergyUpdate(&_synergyCtx);
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});
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}
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@ -569,24 +568,20 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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- (void)newFrame
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiStyle &style = ImGui::GetStyle();
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ImGuiStyle& style = ImGui::GetStyle();
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if (!g_FontTexture)
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{
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ImGui_ImplIOS_CreateDeviceObjects();
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}
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io.DisplaySize = ImVec2( _view.bounds.size.width, _view.bounds.size.height );
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io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
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io.MouseDrawCursor = g_synergyPtrActive;
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if (g_synergyPtrActive)
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{
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style.TouchExtraPadding = ImVec2( 0.0, 0.0 );
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io.MousePos = ImVec2( g_mousePosX, g_mousePosY );
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style.TouchExtraPadding = ImVec2(0.0, 0.0);
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io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
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for (int i=0; i < 3; i++)
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{
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io.MouseDown[i] = g_MousePressed[i];
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}
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// This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
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io.MouseWheel = g_mouseWheelY / 500.0;
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@ -595,8 +590,8 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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else
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{
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// Synergy not active, use touch events
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style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
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io.MousePos = ImVec2(_touchPos.x, _touchPos.y );
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style.TouchExtraPadding = ImVec2(4.0, 4.0);
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io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
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if ((_mouseDown) || (_mouseTapped))
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{
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io.MouseDown[0] = true;
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