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SDL_uikitopengles.m

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_UIKIT
#include "SDL_uikitopengles.h"
#include "SDL_uikitopenglview.h"
#include "SDL_uikitappdelegate.h"
#include "SDL_uikitmodes.h"
#include "SDL_uikitwindow.h"
#include "../SDL_sysvideo.h"
#include "../../events/SDL_keyboard_c.h"
#include "../../events/SDL_mouse_c.h"
#include "../../power/uikit/SDL_syspower.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 dlsym(RTLD_DEFAULT, proc);
}
/*
note that SDL_GL_Delete context makes it current without passing the window
*/
int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
{
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[EAGLContext setCurrentContext: context];
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return 0;
}
int
UIKit_GL_LoadLibrary(_THIS, const char *path)
{
/*
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
*/
if (path != NULL) {
return SDL_SetError("iPhone GL Load Library just here for compatibility");
}
return 0;
}
void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
{
#if SDL_POWER_UIKIT
/* Check once a frame to see if we should turn off the battery monitor. */
SDL_UIKit_UpdateBatteryMonitoring();
#endif
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (nil == data->view) {
return;
}
[data->view swapBuffers];
/* You need to pump events in order for the OS to make changes visible.
We don't pump events here because we don't want iOS application events
(low memory, terminate, etc.) to happen inside low level rendering.
*/
}
SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
{
SDL_uikitopenglview *view;
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *displaydata = display->driverdata;
SDL_DisplayModeData *displaymodedata = display->current_mode.driverdata;
UIWindow *uiwindow = data->uiwindow;
EAGLSharegroup *share_group = nil;
if (_this->gl_config.share_with_current_context) {
SDL_uikitopenglview *view = (SDL_uikitopenglview *) SDL_GL_GetCurrentContext();
share_group = [view.context sharegroup];
}
/* construct our view, passing in SDL's OpenGL configuration data */
CGRect frame;
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
frame = [displaydata->uiscreen bounds];
} else {
frame = [displaydata->uiscreen applicationFrame];
}
view = [[SDL_uikitopenglview alloc] initWithFrame: frame
scale: displaymodedata->scale
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
stencilBits: _this->gl_config.stencil_size
majorVersion: _this->gl_config.major_version
shareGroup: share_group];
if (!view) {
return NULL;
}
data->view = view;
view->viewcontroller = data->viewcontroller;
if (view->viewcontroller != nil) {
[view->viewcontroller setView:view];
[view->viewcontroller retain];
}
[uiwindow addSubview: view];
/* The view controller needs to be the root in order to control rotation on iOS 6.0 */
if (uiwindow.rootViewController == nil) {
uiwindow.rootViewController = view->viewcontroller;
}
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EAGLContext *context = view.context;
if (UIKit_GL_MakeCurrent(_this, window, context) < 0) {
UIKit_GL_DeleteContext(_this, context);
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return NULL;
}
/* Make this window the current mouse focus for touch input */
if (displaydata->uiscreen == [UIScreen mainScreen]) {
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
}
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return context;
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}
void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
{
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SDL_Window *window;
/* Find the view associated with this context */
for (window = _this->windows; window; window = window->next) {
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
SDL_uikitopenglview *view = data->view;
if (view.context == context) {
/* the delegate has retained the view, this will release him */
if (view->viewcontroller) {
UIWindow *uiwindow = (UIWindow *)view.superview;
if (uiwindow.rootViewController == view->viewcontroller) {
uiwindow.rootViewController = nil;
}
[view->viewcontroller setView:nil];
[view->viewcontroller release];
}
[view removeFromSuperview];
/* FIXME: This doesn't actually call view dealloc - what is holding a reference to it? */
[view release];
return;
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}
}
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/* View not found... delete the context anyway? */
[(EAGLContext *)context release];
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}
#endif /* SDL_VIDEO_DRIVER_UIKIT */
/* vi: set ts=4 sw=4 expandtab: */