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			or implied, are granted by Apple herein, including but not limited to
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*/
#import "MyOpenGLView.h"

@implementation MyOpenGLView

//////////////////////////////////////////////////////
//Override NSView's initWithFrame: to specify our pixel format:
//Note: initWithFrame is called only if a "Custom View" is used in Interface BBuilder 
//and the custom class is a subclass of NSView. For more information on resource loading
//see: developer.apple.com (ADC Home > Documentation > Cocoa > Resource Management > Loading Resources)	
- (id) initWithFrame: (NSRect) frame
{
	GLuint attribs[] = 
    {
        NSOpenGLPFAAccelerated,
        NSOpenGLPFADoubleBuffer,
        NSOpenGLPFANoRecovery,
        NSOpenGLPFAColorSize, 32,
        NSOpenGLPFADepthSize, 16,
        0
    };
	
	NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs]; 
	
	if (!fmt)
		NSLog(@"No OpenGL pixel format");
	if(!scene)
		scene = [[Scene alloc] init];
	
	return self = [super initWithFrame:frame pixelFormat: [fmt autorelease]];
}

- (void) dealloc
{
	//remember to clean up!
	[scene release];
	[super dealloc];
}

#pragma mark OpenGL drawing

// update the projection matrix based on view size
- (void) updateProjection {
	//get bounds
	NSRect bounds = [self bounds];
	
	//define the viewport
	glViewport(0, 0, (GLsizei) bounds.size.width, (GLsizei)bounds.size.height);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	//define "the world" window
	gluOrtho2D(0.0, bounds.size.width, 0.0, bounds.size.height);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

//	Override the view's drawRect: to draw our GL content. 
- (void) drawRect: (NSRect) rect
{
	[[self openGLContext] makeCurrentContext];
	[self updateProjection];
	
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	
	//draw Objects
	[scene drawObjects];
	
	[[self openGLContext] flushBuffer];
}

#pragma mark Mouse Click Handling 
- (void)mouseUp:(NSEvent *)theEvent {
	[scene resetCurrentObject]; //selects "No object"
	
	/*
		could return a bool and if yes then redraw, it means that an object had to be manually relocated to not be out of bounds
		
	*/
	
	
}

//View Accepts Mouse down events
- (void)mouseDown:(NSEvent*) event {
	NSPoint eventLocation = [self convertPoint:[event locationInWindow] fromView:nil];

	//set the listener position to the new mouse location
	if([scene selectCurrentObject:&eventLocation] >=0) {
		[scene setObjectPosition:&eventLocation];
	}	
	
	//redraw screen, calls drawRect
	[self setNeedsDisplay:YES];
}

- (void) mouseDragged:(NSEvent*) event {
	[self mouseDown:event];
}

#pragma mark FirstResponder Changes

- (BOOL)acceptsFirstResponder
{
	return YES;
}

- (BOOL)becomeFirstResponder
{
	return  YES;
}

- (BOOL)resignFirstResponder
{
	return YES;
}
#pragma mark Get/Set

- (Scene *)scene {
    return [[scene retain] autorelease];
}

- (void)setScene:(Scene *)value {
    if (scene != value) {
        [scene release];
        scene = [value copy];
    }
}

@end