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SDL_uikitopengles.m

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137 lines (107 loc) · 3.62 KB
 
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SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
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*/
#include "SDL_uikitopengles.h"
#include "SDL_uikitopenglview.h"
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#include "SDL_uikitappdelegate.h"
#include "SDL_uikitwindow.h"
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#include "jumphack.h"
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#include "SDL_sysvideo.h"
#include "SDL_loadso.h"
#include <dlfcn.h>
static int UIKit_GL_Initialize(_THIS);
void *
UIKit_GL_GetProcAddress(_THIS, const char *proc)
{
/* Look through all SO's for the proc symbol. Here's why:
-Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
-We don't know that the path won't change in the future.
*/
return SDL_LoadFunction(RTLD_DEFAULT, proc);
}
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/*
note that SDL_GL_Delete context makes it current without passing the window
*/
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int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
{
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if (context) {
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
[data->view setCurrentContext];
}
else {
[EAGLContext setCurrentContext: nil];
}
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return 0;
}
int
UIKit_GL_LoadLibrary(_THIS, const char *path)
{
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/*
shouldn't be passing a path into this function
why? Because we've already loaded the library
and because the SDK forbids loading an external SO
*/
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if (path != NULL) {
SDL_SetError("iPhone GL Load Library just here for compatibility");
return -1;
}
return 0;
}
void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
{
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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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if (nil == data->view) {
return;
}
[data->view swapBuffers];
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/* since now we've got something to draw
make the window visible */
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[data->uiwindow makeKeyAndVisible];
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/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
SDL_PumpEvents();
}
SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
{
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SDL_uikitopenglview *view;
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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/* construct our view, passing in SDL's OpenGL configuration data */
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view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
retainBacking: _this->gl_config.retained_backing \
rBits: _this->gl_config.red_size \
gBits: _this->gl_config.green_size \
bBits: _this->gl_config.blue_size \
aBits: _this->gl_config.alpha_size \
depthBits: _this->gl_config.depth_size];
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data->view = view;
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/* add the view to our window */
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[data->uiwindow addSubview: view ];
/* Don't worry, the window retained the view */
[view release];
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if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
UIKit_GL_DeleteContext(_this, view);
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return NULL;
}
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return view;
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}
void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
{
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/* the delegate has retained the view, this will release him */
SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
/* this will also delete it */
[view removeFromSuperview];