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Difference between revisions of "Using OLA with Xcode"
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You can use OLA to implement your application in Objective-C++, a bridge between Objective-C and C++. This page explains how to integrate OLA client into your program. The content of this page is based on [http://linux-lighting.googlecode.com/files/OLA%200.6.0.dmg OLA 0.6.0 Universal Mac Binaries] | You can use OLA to implement your application in Objective-C++, a bridge between Objective-C and C++. This page explains how to integrate OLA client into your program. The content of this page is based on [http://linux-lighting.googlecode.com/files/OLA%200.6.0.dmg OLA 0.6.0 Universal Mac Binaries] | ||
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+ | See also: http://www.bennigraf.de/wp-content/uploads/2012/11/writing-scola.pdf | ||
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==What you'll need== | ==What you'll need== |
Revision as of 20:20, 18 December 2014
You can use OLA to implement your application in Objective-C++, a bridge between Objective-C and C++. This page explains how to integrate OLA client into your program. The content of this page is based on OLA 0.6.0 Universal Mac Binaries
See also: http://www.bennigraf.de/wp-content/uploads/2012/11/writing-scola.pdf
Contents
What you'll need
- Xcode
- Newest Mac OS X Universal Mac Binaries installed
Create a new Project
- File -> New Project, from the right under Mac OS X, select 'Application', then in the left panel choose 'Cocoa Application'
- Once the main window pops up, right click the 'main.m' file and select rename. Change the name to 'main.mm' (required for Objective-C++ extensions)
Configure your project
- Select menu: "Project" -> "Edit Project Settings". All settings below are referred in a "Build" tab
- Under 'Search Paths', set "Header Search Paths" to /usr/local/include.
Add the required libraries
- In your project tree, right-click on a group that contain frameworks (e.g. "External Frameworks and Libraries", "Fromeworks/Linked Frameworks"), select "Add" -> "Existing Frameworks"
- Select following frameworks:
- libprotobuf.dylib
- libola.dylib
- libolacommon.dylib
Example code
The following code sends value 255 to channel 0 in universe 0. First, it creates a client from a SimpleClient object. Then, it creates a DMX buffer and sets channel 0 to 255. Finally it sends the buffer to a server.
#import <Cocoa/Cocoa.h> #import <ola/DmxBuffer.h> #import <ola/SimpleClient.h> int main(int argc, char *argv[]) { ola::SimpleClient simpleClient; if (!simpleClient.Setup()) { NSLog(@"Client setup failed"); return -1; } ola::OlaClient *client = simpleClient.GetClient(); ola::DmxBuffer buffer; buffer.Blackout(); buffer.SetChannel(0, 255); unsigned int universe = 0; if (!client->SendDmx(universe, buffer)) { NSLog(@"Sending DMX failed"); } return 0; // you could also run the main app here return NSApplicationMain(argc, (const char **) argv); }
You can find more information by browsing the source file of DMX example. For me, the src/ola-client.cpp is quite useful.
Here is another example that create OlaServer and communicate with a pipe socket.
#import <Foundation/Foundation.h> #include <errno.h> #import <ola/DmxBuffer.h> #import <ola/OlaClient.h> #import <ola/network/SelectServer.h> #import <ola/network/Socket.h> using ola::network::PipeSocket; // define type for DMX message typedef unsigned char dmx_t ; // maximum number of channels int MAXCHANNELS=512; int main (int argc, const char * argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; // create a server ola::network::SelectServer server; // create a select server ola::network::SelectServer server; // create pipe socket PipeSocket *socket = new PipeSocket(); if (!socket->Init()) { NSLog(@"Cannot create pipe socket"); return -1; } // add socket to select server server.AddSocket(socket, true); // create server daemon // *** see: olad/Olad.cpp for more detail *** // get a client ola::OlaClient client(socket); if (!client.Setup()) { NSLog(@"Client setup failed %s", strerror(errno)); return -1; } // prepare data int channel = 0; dmx_t *dmx = (dmx_t *)calloc(MAXCHANNELS + 10, sizeof(dmx_t)); dmx[channel] = 255; ola::DmxBuffer buffer(dmx, MAXCHANNELS); // send DMX message int universe = 0; if (!client.SendDmx(universe, buffer)) { NSLog(@"Sending DMX failed %s", strerror(errno)); } // cleanup free(dmx); [pool drain]; return 0; }