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AppController.m
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//
// File: AppController.m
//
// Abstract: The window controller that manages user events and sets up the window
//
// Version: 1.0
//
// Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple")
// in consideration of your agreement to the following terms, and your use,
// installation, modification or redistribution of this Apple software
// constitutes acceptance of these terms. If you do not agree with these
// terms, please do not use, install, modify or redistribute this Apple
// software.
//
// In consideration of your agreement to abide by the following terms, and
// subject to these terms, Apple grants you a personal, non - exclusive
// license, under Apple's copyrights in this original Apple software ( the
// "Apple Software" ), to use, reproduce, modify and redistribute the Apple
// Software, with or without modifications, in source and / or binary forms;
// provided that if you redistribute the Apple Software in its entirety and
// without modifications, you must retain this notice and the following text
// and disclaimers in all such redistributions of the Apple Software. Neither
// the name, trademarks, service marks or logos of Apple Inc. may be used to
// endorse or promote products derived from the Apple Software without specific
// prior written permission from Apple. Except as expressly stated in this
// notice, no other rights or licenses, express or implied, are granted by
// Apple herein, including but not limited to any patent rights that may be
// infringed by your derivative works or by other works in which the Apple
// Software may be incorporated.
//
// The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
// WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
// WARRANTIES OF NON - INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A
// PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION
// ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
//
// IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
// CONSEQUENTIAL DAMAGES ( INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION ) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION
// AND / OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER
// UNDER THEORY OF CONTRACT, TORT ( INCLUDING NEGLIGENCE ), STRICT LIABILITY OR
// OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright ( C ) 2008 Apple Inc. All Rights Reserved.
//
#import <Quartz/Quartz.h>
#import "AppController.h"
#import "ExampleCALayerDelegate.h"
#import "ExampleCAOpenGLLayer.h"
#import "ExampleCATiledLayerDelegate.h"
@interface AppController()
-(void)setupCALayer;
-(void)setupCAOpenGLLayer;
@end
@implementation AppController
// Constants used by the Scroll layer to setup its contents and to scroll.
#define kScrollContentRect CGRectMake( 0.0, 0.0, 300.0, 300.0)
-(void)awakeFromNib
{
// Setup the delegates that are used by setupCALayer, setupCAScrollLayer and setupCATiledLayer
delegateCALayer = [[ExampleCALayerDelegate alloc] init];
[self setupCALayer];
[self setupCAOpenGLLayer];
}
-(void)dealloc
{
[delegateCALayer release];
[super dealloc];
}
-(void)setupCALayer
{
exampleCALayer = [CALayer layer];
// Set the layer delegate so that we have some content drawn
exampleCALayer.delegate = delegateCALayer;
// Layers start life validated (unlike views).
// We request that the layer have its contents drawn so that it can display something.
[exampleCALayer setNeedsDisplay];
// Set the view to host the layer!
hostCALayer.layer = exampleCALayer;
}
-(void)setupCAOpenGLLayer
{
exampleCAOpenGLLayer = [ExampleCAOpenGLLayer layer];
// Layers start life validated (unlike views).
// We request that the layer have its contents drawn so that it can display something.
[exampleCAOpenGLLayer setNeedsDisplay];
hostCAOpenGLLayer.layer = exampleCAOpenGLLayer;
}
-(IBAction)redrawLayerContent:(id)sender
{
// Just tell the layer to display itself and it will redraw
[exampleCALayer setNeedsDisplay];
}
-(IBAction)toggleGLAsync:(id)sender
{
// By turning on Async, the layer will update on its own.
exampleCAOpenGLLayer.asynchronous = [sender state] == NSOnState;
}
-(IBAction)toggleGLDisplayOnResize:(id)sender
{
// By turning on needsDisplayOnBoundsChange, the GLLayer will get redisplayed when it is resized, forcing the content
// to be resized to the layer's current size automatically. With this off, the content will be resized when -display is called.
exampleCAOpenGLLayer.needsDisplayOnBoundsChange = [sender state] == NSOnState;
}
-(IBAction)redrawGLContent:(id)sender
{
// Just tell the layer to display itself and it will redraw
[hostCAOpenGLLayer.layer setNeedsDisplay];
}
@end