zebra barcode printer in vb.net The Cleaned-Up drawView Function in EAGLView.m in Objective-C

Drawing Quick Response Code in Objective-C The Cleaned-Up drawView Function in EAGLView.m

Listing 6-5. The Cleaned-Up drawView Function in EAGLView.m
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- (void)drawView { [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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CHAPTER 6: Multiplatform Game Development: iPhone Games for Linux and Windows
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GameLoopFrame(); glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES] }
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To call C++ code instead of C code from here, rename the file from EAGLView.m to EAGLView.mm. The extension .mm tells Xcode (GCC) to compile the code as Objective-C++. It s recommended that if you ve renamed one .m file to .mm, you rename them all (EAGLView.m and MyProjectAppDelegate.m in the Classes folder, and main.m). And for consistency, you should save your .c files as .cpp files.
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Now you have a program that isolates the game code from the Objective-C code. It doesn t do anything, but it s a good place to start.
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Frames and Refresh Rates
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In games, frames are both a block of code and a measurement of time. Frames are usually spoken of in terms of frames per second (fps). You might be familiar with 60 fps (NTSC video), 50 fps (PAL video), or 24 fps (film and movies). Depending on the context, those numbers are either called the frame rate or the refresh rate. Needless to say, 60 fps was adopted by many modern display technologies, including LCDs. The iPhone s screen refreshes at 60 fps (refresh rate), so for the best results, your game should, too (frame rate). In the OpenGL ES template, Apple provides code that runs at 60 fps. The default sample doesn t do much, which is why it has no trouble keeping up. However, your game may start taking more than a 1/60 second to finish drawing. When that happens, your game will slow down. You can always optimize your graphics code to avoid this, but eventually you may hit a wall. When that happens, it might be time for frame skipping. I ll get to a frame skipping implementation later in this chapter, but first, you need to do a few things to prepare for it.
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The first step to supporting frame skipping is breaking up your frame code. Specifically, you need to isolate moving and drawing. To do this, get rid of the GameLoopFrame function, and then create two new functions in its place: Work and Draw, as shown in Listings 6-6 and 6-7.
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CHAPTER 6: Multiplatform Game Development: iPhone Games for Linux and Windows
Listing 6-6. The New game.h File
#ifndef __GAME_H__ #define __GAME_H__ void Work(); void Draw(); #endif /* __GAME_H__ */
Listing 6-7. The New game.c File
#include "game.h" void Work() { /* Move game elements */ } void Draw() { /* Draw game elements */ }
Next, update drawView to reflect the change, as shown in Listing 6-8.
Listing 6-8. The Updated drawView Function in EAGLView.m
- (void)drawView { Work(); [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); Draw(); glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES] }
In the Work function, you move, step, tick, or do the work of a frame. In Draw, you render or draw the frame. I prefer the term work rather than move here, since you re not always moving things in games, but you are always doing something (that is, working). By splitting the game loop into two parts, you ve created a foundation for frame skipping. Nothing else needs to be changed in game.c and game.h, but you must be sure to place all your code that draws in Draw, and everything else in Work.
CHAPTER 6: Multiplatform Game Development: iPhone Games for Linux and Windows
Cooperating with an Event-Driven Operating System
Like most operating systems, the iPhone operating system is event-driven. This means that, at any time, your application could receive a message. While you re drawing, performing complex calculations, or idling, you need to be ready. As a rule, this message becomes the system s top priority and is handled immediately. The system automatically calls your event handler(s), and it s your job to do something about it: handle the message or ignore it. Messages can be any number of things, from touches, to battery warnings, to application shutdown notices. Game loops tend not to lend themselves well to getting messages at any time. In practice, they don t have to, but it means you need to work with messages in a different way. With that in mind, you re almost ready start tracking touches. But first, you need to make a small preparation.
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