Table of contents
Introduction
This article will explain how to embed an OGRE view inside a standard Cocoa window on Mac OS X. This will allow you to use standard Cocoa controls to work with your application.
For simplicity, I am containing almost all the code in a single file. However, in an actual program, you would probably refactor some of this to the appropriate classes.
I assume that you have successfully downloaded or built the OGRE SDK and were able to run the samples. This code was only tested on OGRE 1.7. This description is for XCode 3 running on Snow Leopard, but should be similar or other versions of XCode or Mac OS X.
I also assume you have a basic understanding of Cocoa, Objective-C/Objective-C++, XCode, and Interface Builder
Some code is modified from the included Sample Browser app, and some is from http://will.thimbleby.net/ogre/tutorial1.html will.thimbleby.net
Steps
- Open XCode.
- Create a new Cocoa Application, with a name of your choice. I will be using "Sample" as the name of my application.
- XCode will have created an application delegate class for you, in my case named SampleAppDelegate.
- Change the filename of the application delegate from '.m' to '.mm'
OGRE is a C++ library. Since we will be mixing C++ code to work with OGRE in with the Objective-C of cocoa, we need to use Objective-C++. By changing the filename to '.mm' you make sure it is Objective-C++. - Right-click on the "Linked Frameworks" group, and choose "Add Existing Frameworks." Navigate to where you installed Ogre.framework and add it.
- Right-click on the "Other Sources" group, and choose "Add Existing Frameworks." Navigate to where you installed Ogre.framework, and add all header files from the "Headers" directory
For some reason XCode had trouble finding the headers unless I did this. - Create a new group and name it "Plugins"
- Right-click on "Plugins" and choose "Add Existing Files." Navigate to where your Ogre libraries are installed, and add "RenderSystem_GL.dylib"
- Right-click on "Resources" and choose "Add Existing Files." Navigate to the Ogre Samples directory, and from the "Media" directory add "ogrehead.mesh" "Ogre.material" "tusk.jpg" "GreenSkin.jpg" and "spheremap.png"
- Open the "Targets" group and right click on your app name. Select "Add New Build Phase/Copy FIles Build Phase"
- Choose "Frameworks" as the copy destination
- Repeat steps 10 and 11, but choose "Plugins" as the copy destination
- Drag Ogre.framework to the "Copy Frameworks" build step you just created
- Drag RenderSystem_GL.dylib to the "Copy Plugins" build step you just created
- Open the "Resources" group and double-click "MainMenu.xib" to open Interface Builder.
- In Interface Builder, drag a Custom View to the window, and resize it to your liking.
- Click on your Custom View, and click the right-most tab "Identity"
- Change Class to OgreView
- Save the nib and go back to XCode.
- Change the content of SampleAppDelegate.h to:
Copy to clipboard#import <Cocoa/Cocoa.h> #import <Ogre/Ogre.h> #import <Ogre/OgreOSXCocoaView.h> @interface SampleAppDelegate : NSObject <NSApplicationDelegate> { NSWindow *window; Ogre::SceneNode *objectNode; OgreView *ogreView; } @property (assign) IBOutlet NSWindow *window; @property (assign) IBOutlet OgreView *ogreView; @end
- Change the content of SampleAppDelegate.mm to (explanations in comments):
Copy to clipboard// // GameV3AppDelegate.m // GameV3 // // Created by Nathaniel Martin on 1/6/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "SampleAppDelegate.h" #include "macUtils.h" @implementation SampleAppDelegate @synthesize window, ogreView; - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { // get platform-specific working directory Ogre::String workDir = Ogre::StringUtil::BLANK; Ogre::String pluginsPath = Ogre::StringUtil::BLANK; workDir = Ogre::macBundlePath() + "/Contents/Resources/"; pluginsPath = workDir; // get the ogre root Ogre::Root *mRoot = OGRE_NEW Ogre::Root(pluginsPath + "plugins.cfg", workDir + "ogre.cfg", workDir + "ogre.log"); // set up the render system. Since this is running on Mac, our only option is OpenGL. mRoot->setRenderSystem(mRoot->getRenderSystemByName("OpenGL Rendering Subsystem")); // Initialise without an automatically created window mRoot->initialise(false); // Ask for a new renderwindow passing in the ogreView in our nib file Ogre::NameValuePairList misc; // Pass the handle to the ogreView in our nib misc["externalWindowHandle"] = Ogre::StringConverter::toString((size_t)ogreView); // Tell OGRE that we're using cocoa, so it doesn't need to make a window for us misc["macAPI"] = "cocoa"; // Actually create the render window NSRect frame = [ogreView frame]; mRoot->createRenderWindow("ogre window", frame.size.width, frame.size.height, false, &misc); // And then get a pointer to it. Ogre::RenderWindow *mWindow = [ogreView ogreWindow]; // Create the scene manager Ogre::SceneManager *mSceneMgr = mRoot->createSceneManager(Ogre::ST_GENERIC, "my scene manager"); // Setup the resource locations, and load resources Ogre::ResourceGroupManager::getSingleton().addResourceLocation(workDir, std::string("FileSystem"), Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, false); Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); // Create the camera, node & attach camera Ogre::Camera *mCamera = mSceneMgr->createCamera("PlayerCam"); Ogre::SceneNode* camNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); camNode->attachObject(mCamera); mWindow->addViewport(mCamera); // Create a light mSceneMgr->setAmbientLight(Ogre::ColourValue(0, 0, 0)); mSceneMgr->createLight("MainLight"); // Add a object, give it it's own node objectNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); Ogre::Entity *head = mSceneMgr->createEntity("head", "ogrehead.mesh"); objectNode->attachObject(head); objectNode->setPosition(Ogre::Vector3(0, 0, -500)); // create a timer that causes OGRE to render at 50fps [NSTimer scheduledTimerWithTimeInterval:0.02 target:self selector:@selector(renderFrame) userInfo:NULL repeats:YES]; } - (void)renderFrame { // Every time the timer fires, render a frame, and rotate the node Ogre::Root::getSingleton().renderOneFrame(); objectNode->rotate(Ogre::Vector3(0, 1, 0), Ogre::Radian(0.01)); } @end
- Right-click on "Resources" and add a new file, "plugins.cfg"
- Insert one line in "plugins.cfg"Copy to clipboardPlugin=RenderSystem_GL
- Switch back to Interface Builder and select your Application Delegate
- Switch to Connections in the inspector, and drag a connection from ogreView to the view you created in the window.
- Switch back to XCode, build and run, and you should have a rotating ogre head inside your Cocoa window!
Alias: Using_A_Cocoa_Window