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SDL_uikitopengles.m

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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2009 Sam Lantinga
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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
*/
#include "SDL_uikitopengles.h"
#include "SDL_uikitopenglview.h"
#include "SDL_uikitappdelegate.h"
#include "SDL_uikitwindow.h"
#include "jumphack.h"
#include "SDL_sysvideo.h"
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#include "../../events/SDL_keyboard_c.h"
#include "../../events/SDL_mouse_c.h"
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#include "SDL_loadso.h"
#include <dlfcn.h>
static int UIKit_GL_Initialize(_THIS);
void *
UIKit_GL_GetProcAddress(_THIS, const char *proc)
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{
/* 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.
*/
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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) {
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SDL_SetError("iPhone GL Load Library just here for compatibility");
return -1;
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}
return 0;
}
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extern void SDL_UIKit_UpdateBatteryMonitoring(void);
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void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
{
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#ifdef SDL_POWER_UIKIT
// Check once a frame to see if we should turn off the battery monitor.
SDL_UIKit_UpdateBatteryMonitoring();
#endif
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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (nil == data->view) {
return;
}
[data->view swapBuffers];
/* since now we've got something to draw
make the window visible */
[data->uiwindow makeKeyAndVisible];
/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
SDL_PumpEvents();
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}
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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UIScreen *uiscreen = (UIScreen *) window->display->driverdata;
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UIWindow *uiwindow = data->uiwindow;
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/* construct our view, passing in SDL's OpenGL configuration data */
view = [[SDL_uikitopenglview alloc] initWithFrame: [uiwindow bounds] \
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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];
data->view = view;
/* add the view to our window */
[uiwindow addSubview: view ];
/* Don't worry, the window retained the view */
[view release];
if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
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UIKit_GL_DeleteContext(_this, view);
return NULL;
}
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/* Make this window the current mouse focus for touch input */
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
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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];
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/* vi: set ts=4 sw=4 expandtab: */