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SDL_uikitvideo.m
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/*
SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2011 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
*/
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#import <UIKit/UIKit.h>
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#include "SDL_config.h"
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"
#include "SDL_uikitvideo.h"
#include "SDL_uikitevents.h"
#include "SDL_uikitwindow.h"
#include "SDL_uikitopengles.h"
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#include "SDL_assert.h"
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#define UIKITVID_DRIVER_NAME "uikit"
/* Initialization/Query functions */
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,
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 */
static int
UIKit_Available(void)
{
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return (1);
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}
static void UIKit_DeleteDevice(SDL_VideoDevice * device)
{
SDL_free(device);
}
static SDL_VideoDevice *
UIKit_CreateDevice(int devindex)
{
SDL_VideoDevice *device;
/* Initialize all variables that we clean on shutdown */
device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
if (!device) {
SDL_OutOfMemory();
if (device) {
SDL_free(device);
}
return (0);
}
/* Set the function pointers */
device->VideoInit = UIKit_VideoInit;
device->VideoQuit = UIKit_VideoQuit;
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device->GetDisplayModes = UIKit_GetDisplayModes;
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device->SetDisplayMode = UIKit_SetDisplayMode;
device->PumpEvents = UIKit_PumpEvents;
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device->CreateWindow = UIKit_CreateWindow;
device->DestroyWindow = UIKit_DestroyWindow;
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device->GetWindowWMInfo = UIKit_GetWindowWMInfo;
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/* OpenGL (ES) functions */
device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
device->GL_SwapWindow = UIKit_GL_SwapWindow;
device->GL_CreateContext = UIKit_GL_CreateContext;
device->GL_DeleteContext = UIKit_GL_DeleteContext;
device->GL_GetProcAddress = UIKit_GL_GetProcAddress;
device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
device->free = UIKit_DeleteDevice;
device->gl_config.accelerated = 1;
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return device;
}
VideoBootStrap UIKIT_bootstrap = {
UIKITVID_DRIVER_NAME, "SDL UIKit video driver",
UIKit_Available, UIKit_CreateDevice
};
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/*
!!! FIXME:
The main screen should list a AxB mode for portrait orientation, and then
also list BxA for landscape mode. When setting a given resolution, we should
rotate the view's transform appropriately (extra credit if you check the
accelerometer and rotate the display so it's never upside down).
http://iphonedevelopment.blogspot.com/2008/10/starting-in-landscape-mode-without.html
*/
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static CGSize
UIKit_ForcePortrait(const CGSize size)
{
CGSize retval;
if (size.width < size.height) { // portrait
retval = size;
} else { // landscape
retval.width = size.height;
retval.height = size.width;
}
return retval;
}
static CGSize
UIKit_ForceLandscape(const CGSize size)
{
CGSize retval;
if (size.width > size.height) { // landscape
retval = size;
} else { // portrait
retval.width = size.height;
retval.height = size.width;
}
return retval;
}
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static void
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);
// availableModes showed up in 3.2 (the iPad and later). We should only
// land here for at least that version of the OS.
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if (!SDL_UIKit_supports_multiple_displays) {
const CGRect rect = [uiscreen bounds];
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mode.format = SDL_PIXELFORMAT_ABGR8888;
mode.w = (int) rect.size.width;
mode.h = (int) rect.size.height;
mode.refresh_rate = 0;
mode.driverdata = NULL;
SDL_AddDisplayMode(display, &mode);
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mode.w = (int) rect.size.height; // swap the orientation, add again.
mode.h = (int) rect.size.width;
SDL_AddDisplayMode(display, &mode);
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return;
}
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const int ismain = (uiscreen == [UIScreen mainScreen]);
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const NSArray *modes = [uiscreen availableModes];
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const NSUInteger mode_count = [modes count];
NSUInteger i;
for (i = 0; i < mode_count; i++) {
UIScreenMode *uimode = (UIScreenMode *) [modes objectAtIndex:i];
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CGSize size = [uimode size];
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mode.format = SDL_PIXELFORMAT_ABGR8888;
mode.refresh_rate = 0;
mode.driverdata = uimode;
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mode.w = (int) size.width;
mode.h = (int) size.height;
if (SDL_AddDisplayMode(display, &mode))
[uimode retain];
if (ismain) {
// Add the mode twice, flipped to portrait and landscape.
// SDL_AddDisplayMode() will ignore duplicates.
size = UIKit_ForcePortrait([uimode size]);
mode.w = (int) size.width;
mode.h = (int) size.height;
if (SDL_AddDisplayMode(display, &mode))
[uimode retain];
size = UIKit_ForceLandscape(size);
mode.w = (int) size.width;
mode.h = (int) size.height;
if (SDL_AddDisplayMode(display, &mode))
[uimode retain];
}
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}
}
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static void
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UIKit_AddDisplay(UIScreen *uiscreen, int w, int h)
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{
SDL_VideoDisplay display;
SDL_DisplayMode mode;
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SDL_zero(mode);
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mode.format = SDL_PIXELFORMAT_ABGR8888;
mode.w = w;
mode.h = h;
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mode.refresh_rate = 0;
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SDL_zero(display);
display.desktop_mode = mode;
display.current_mode = mode;
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[uiscreen retain];
display.driverdata = uiscreen;
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SDL_AddVideoDisplay(&display);
}
int
UIKit_VideoInit(_THIS)
{
_this->gl_config.driver_loaded = 1;
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NSString *reqSysVer = @"3.2";
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
if ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending)
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SDL_UIKit_supports_multiple_displays = YES;
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// If this is iPhoneOS < 3.2, all devices are one screen, 320x480 pixels.
// The iPad added both a larger main screen and the ability to use
// external displays.
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if (!SDL_UIKit_supports_multiple_displays) {
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// Just give 'em the whole main screen.
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UIScreen *uiscreen = [UIScreen mainScreen];
const CGRect rect = [uiscreen bounds];
UIKit_AddDisplay(uiscreen, (int)rect.size.width, (int)rect.size.height);
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} else {
const NSArray *screens = [UIScreen screens];
const NSUInteger screen_count = [screens count];
NSUInteger i;
for (i = 0; i < screen_count; i++) {
// the main screen is the first element in the array.
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UIScreen *uiscreen = (UIScreen *) [screens objectAtIndex:i];
const CGSize size = [[uiscreen currentMode] size];
UIKit_AddDisplay(uiscreen, (int) size.width, (int) size.height);
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}
}
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/* We're done! */
return 0;
}
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;
if (!SDL_UIKit_supports_multiple_displays) {
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// Not on at least iPhoneOS 3.2 (versions prior to iPad).
SDL_assert(mode->driverdata == NULL);
} else {
UIScreenMode *uimode = (UIScreenMode *) mode->driverdata;
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[uiscreen setCurrentMode:uimode];
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}
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return 0;
}
void
UIKit_VideoQuit(_THIS)
{
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// Release Objective-C objects, so higher level doesn't free() them.
int i, j;
for (i = 0; i < _this->num_displays; i++) {
SDL_VideoDisplay *display = &_this->displays[i];
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UIScreen *uiscreen = (UIScreen *) display->driverdata;
[uiscreen release];
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display->driverdata = NULL;
for (j = 0; j < display->num_display_modes; j++) {
SDL_DisplayMode *mode = &display->display_modes[j];
UIScreenMode *uimode = (UIScreenMode *) mode->driverdata;
if (uimode) {
[uimode release];
mode->driverdata = NULL;
}
}
}
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}
/* vi: set ts=4 sw=4 expandtab: */