I’m trying to register for CGScreenRefreshCallback and CGScreenUpdateMoveCallback ( here’s what apple’s saying about http://developer.apple.com/mac/library/documentation/GraphicsImaging/Reference/Quartz_Services_Ref/Reference/reference.html#//apple_ref/doc/uid/TP30001070-CH1g-F16970 )
using C++ only.
I wrote this simple tester for the refresh callback in order to retrieve the changing rectangles:
#include "ApplicationServices/ApplicationServices.h"
#include <iostream>
using namespace std;
/////////////HEADER
static void DHRefreshCallback (CGRectCount count,const CGRect * rectArray,void * userParameter);
///////////////////
int main (int argc, char * const argv[]) {
CGRegisterScreenRefreshCallback(DHRefreshCallback, NULL);
while (true) {
// just hanging
}
return 0;
}
static void DHRefreshCallback (CGRectCount count,const CGRect * rectArray,void * userParameter){
cout << "something changed" << endl;
return;
}
…but didn’t work.
I know I need a connection with WindowServer (Quartz Compositor \ Quartz Extreme \ Quartz Extreme 2D…still can’t figure out the difference) and a running thread in order to get these callbacks, but I really don’t know how to do this in C++ only (no Objective-C at all).
any direction?
thx in advance,
pigiuz
It’s not about using/not using Objective-C. It’s about the event loop in OS X apps in general, which is done by
CFRunloop, which is a C API. See Run Loop management and CFRunLoop reference. You also need a connection to the window server, which can be established by callingInstead of
just do
Don’t forget to link against Cocoa.framework; just add
-framework Cocoain the command line of the compiler.You can
#import <Cocoa/Cocoa.h>but then you need to use Objective-C++ because of the Objective-C classes declared in it.You could use
in an 32 bit app, instead of
NSApplicationLoad+CFRunLoopRun, but it’s not available in an 64 bit app.