src/video/uikit/SDL_uikitvideo.m
author Kees Bakker
Sun, 09 Oct 2011 22:00:20 +0200
changeset 6013 b253cc3c4276
parent 6009 fb5fa3561ca9
child 6014 7a8b72b88d86
permissions -rw-r--r--
Do not use UIScreenMode to add a iOS display, always use the boundary

This solves the problem that on iPad you would get 1024x768 instead
of 768x1024 when calling SDL_GetDesktopDisplayMode(0, &mode)
See Apple's doc for UIScreenMode where is says:
"Most developers should never need to use the information provided
by this class and should simply use the bounds provided by the
UIScreen object for their drawing space."
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#import <UIKit/UIKit.h>
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#include "SDL_config.h"
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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#include "SDL_uikitvideo.h"
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#include "SDL_uikitevents.h"
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#include "SDL_uikitwindow.h"
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#include "SDL_uikitopengles.h"
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#include "SDL_assert.h"
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#define UIKITVID_DRIVER_NAME "uikit"
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/* Initialization/Query functions */
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static int UIKit_VideoInit(_THIS);
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static void UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * sdl_display);
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static int UIKit_SetDisplayMode(_THIS, SDL_VideoDisplay * display,
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                                SDL_DisplayMode * mode);
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static void UIKit_VideoQuit(_THIS);
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BOOL SDL_UIKit_supports_multiple_displays = NO;
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/* DUMMY driver bootstrap functions */
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static int
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UIKit_Available(void)
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{
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    return 1;
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}
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static void UIKit_DeleteDevice(SDL_VideoDevice * device)
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{
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    SDL_free(device);
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}
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static SDL_VideoDevice *
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UIKit_CreateDevice(int devindex)
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{
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    SDL_VideoDevice *device;
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    /* Initialize all variables that we clean on shutdown */
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    device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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    if (!device) {
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        SDL_OutOfMemory();
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        if (device) {
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            SDL_free(device);
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        }
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        return (0);
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    }
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    /* Set the function pointers */
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    device->VideoInit = UIKit_VideoInit;
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    device->VideoQuit = UIKit_VideoQuit;
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    device->GetDisplayModes = UIKit_GetDisplayModes;
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    device->SetDisplayMode = UIKit_SetDisplayMode;
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    device->PumpEvents = UIKit_PumpEvents;
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    device->CreateWindow = UIKit_CreateWindow;
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    device->DestroyWindow = UIKit_DestroyWindow;
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    device->GetWindowWMInfo = UIKit_GetWindowWMInfo;
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    /* OpenGL (ES) functions */
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    device->GL_MakeCurrent        = UIKit_GL_MakeCurrent;
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    device->GL_SwapWindow        = UIKit_GL_SwapWindow;
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    device->GL_CreateContext    = UIKit_GL_CreateContext;
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    device->GL_DeleteContext    = UIKit_GL_DeleteContext;
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    device->GL_GetProcAddress   = UIKit_GL_GetProcAddress;
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    device->GL_LoadLibrary        = UIKit_GL_LoadLibrary;
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    device->free = UIKit_DeleteDevice;
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    device->gl_config.accelerated = 1;
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    return device;
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}
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VideoBootStrap UIKIT_bootstrap = {
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    UIKITVID_DRIVER_NAME, "SDL UIKit video driver",
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    UIKit_Available, UIKit_CreateDevice
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};
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/*
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!!! FIXME:
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The main screen should list a AxB mode for portrait orientation, and then
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 also list BxA for landscape mode. When setting a given resolution, we should
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 rotate the view's transform appropriately (extra credit if you check the
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 accelerometer and rotate the display so it's never upside down).
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  http://iphonedevelopment.blogspot.com/2008/10/starting-in-landscape-mode-without.html
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*/
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static void
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UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
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{
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    UIScreen *uiscreen = (UIScreen *) display->driverdata;
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    SDL_DisplayMode mode;
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    SDL_zero(mode);
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    // availableModes showed up in 3.2 (the iPad and later). We should only
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    //  land here for at least that version of the OS.
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    if (!SDL_UIKit_supports_multiple_displays) {
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        const CGRect rect = [uiscreen bounds];
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        mode.format = SDL_PIXELFORMAT_ABGR8888;
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        mode.refresh_rate = 0;
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        mode.driverdata = NULL;
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        mode.w = (int) rect.size.width;
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        mode.h = (int) rect.size.height;
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        SDL_AddDisplayMode(display, &mode);
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        mode.w = (int) rect.size.height;  // swap the orientation, add again.
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        mode.h = (int) rect.size.width;
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        SDL_AddDisplayMode(display, &mode);
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        return;
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    }
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    const NSArray *modes = [uiscreen availableModes];
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    for (UIScreenMode *uimode in [uiscreen availableModes]) {
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        CGSize size = [uimode size];
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        mode.format = SDL_PIXELFORMAT_ABGR8888;
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        mode.refresh_rate = 0;
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        mode.driverdata = uimode;
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        mode.w = (int) size.width;
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        mode.h = (int) size.height;
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        if (SDL_AddDisplayMode(display, &mode))
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            [uimode retain];        // retain is needed because of mode.driverdata
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        if (uiscreen == [UIScreen mainScreen]) {
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            // Add the mode with swapped width/height
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            mode.w = (int) size.height;
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            mode.h = (int) size.width;
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            if (SDL_AddDisplayMode(display, &mode))
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                [uimode retain];
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        }
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    }
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}
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static void
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UIKit_AddDisplay(UIScreen *uiscreen, UIScreenMode *uimode, int w, int h)
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{
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    SDL_VideoDisplay display;
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    SDL_DisplayMode mode;
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    SDL_zero(mode);
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    mode.format = SDL_PIXELFORMAT_ABGR8888;
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    mode.w = w;
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    mode.h = h;
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    mode.refresh_rate = 0;
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    [uimode retain];
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    mode.driverdata = uimode;
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    SDL_zero(display);
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    display.desktop_mode = mode;
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    display.current_mode = mode;
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    [uiscreen retain];
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    display.driverdata = uiscreen;
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    SDL_AddVideoDisplay(&display);
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}
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int
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UIKit_VideoInit(_THIS)
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{
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    _this->gl_config.driver_loaded = 1;
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    NSString *reqSysVer = @"3.2";
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    NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
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    if ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending)
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        SDL_UIKit_supports_multiple_displays = YES;
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    // Add the main screen.
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    UIScreen *uiscreen = [UIScreen mainScreen];
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    UIScreenMode *uiscreenmode = [uiscreen currentMode];
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    const CGSize size = [uiscreen bounds].size;
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    UIKit_AddDisplay(uiscreen, uiscreenmode, (int)size.width, (int)size.height);
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    // If this is iPhoneOS < 3.2, all devices are one screen, 320x480 pixels.
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    //  The iPad added both a larger main screen and the ability to use
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    //  external displays. So, add the other displays (screens in UI speak).
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    if (SDL_UIKit_supports_multiple_displays) {
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        for (UIScreen *uiscreen in [UIScreen screens]) {
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            // Only add the other screens
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            if (uiscreen != [UIScreen mainScreen]) {
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                UIScreenMode *uiscreenmode = [uiscreen currentMode];
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                const CGSize size = [uiscreen bounds].size;
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                UIKit_AddDisplay(uiscreen, uiscreenmode, (int)size.width, (int)size.height);
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            }
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        }
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    }
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    /* We're done! */
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    return 0;
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}
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static int
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UIKit_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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{
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    UIScreen *uiscreen = (UIScreen *) display->driverdata;
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    if (!SDL_UIKit_supports_multiple_displays) {
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        // Not on at least iPhoneOS 3.2 (versions prior to iPad).
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        SDL_assert(mode->driverdata == NULL);
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    } else {
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        UIScreenMode *uimode = (UIScreenMode *) mode->driverdata;
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        [uiscreen setCurrentMode:uimode];
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    }
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    return 0;
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}
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void
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UIKit_VideoQuit(_THIS)
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{
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    // Release Objective-C objects, so higher level doesn't free() them.
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    int i, j;
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    for (i = 0; i < _this->num_displays; i++) {
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        SDL_VideoDisplay *display = &_this->displays[i];
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        UIScreen *uiscreen = (UIScreen *) display->driverdata;
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        [uiscreen release];
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        display->driverdata = NULL;
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        for (j = 0; j < display->num_display_modes; j++) {
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            SDL_DisplayMode *mode = &display->display_modes[j];
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            UIScreenMode *uimode = (UIScreenMode *) mode->driverdata;
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            if (uimode) {
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                [uimode release];
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                mode->driverdata = NULL;
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            }
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        }
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    }
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}
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