I have a simple game that renders 2D graphics to a frame buffer (not using any OpenGL). I was going to use a CVDisplayLink to get a clean framerate, however most examples on the web deal with OpenGL or QuickTime.
So far I have a sub class of NSView:
@interface GameView : NSView {
@private
CVDisplayLinkRef displayLink;
}
- (CVReturn)getFrameForTime:(const CVTimeStamp*)outputTime;
@end
And I set up the CVDisplayLink callback:
CVDisplayLinkSetOutputCallback(displayLink, MyDisplayLinkCallback, self);
And I have the callback function:
CVReturn MyDisplayLinkCallback (CVDisplayLinkRef displayLink,
const CVTimeStamp *inNow,
const CVTimeStamp *inOutputTime,
CVOptionFlags flagsIn,
CVOptionFlags *flagsOut,
void *displayLinkContext)
{
CVReturn error = [(GameView*)displayLinkContext getFrameForTime:inOutputTime];
return error;
}
The part where I'm stuck is what to do in getFrameForTime:
to draw to the graphics context in the GameView. My first guess was to do the drawing the same way you would in drawRect:
- (CVReturn)getFrameForTime:(const CVTimeStamp*)outputTime
{
CGContextRef ctxCurrent = [[NSGraphicsContext currentContext] graphicsPort];
//.. Drawing code follows
}
But ctxCurrent
is nil
which I think I understand - normally there is some setup that happens before the drawRect:
that makes your view the current context. I think this is the part I'm missing. How do I get the context for my view?
Or am I going about this in all the wrong ways?
You could leave your drawing code in ‑drawRect:
and then in your MyDisplayLinkCallback()
set an ivar to the current time and call ‑display
on your view. This will force your view to immediately redraw itself.
In your ‑drawRect:
method, just use the value of the time ivar to do whatever drawing is necessary to update the view appropriately for the current animation frame.