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SDL_uikitopengles.m

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/*
* SDL_uikitopengles.c
* iPodSDL
*
* Created by Holmes Futrell on 5/29/08.
* Copyright 2008 __MyCompanyName__. All rights reserved.
*
*/
#include "SDL_uikitopengles.h"
#include "SDL_uikitopenglview.h"
#include "jump.h"
#include "SDL_sysvideo.h"
#include "SDL_loadso.h"
#include <dlfcn.h>
extern SDL_uikitopenglview *uikitEAGLView;
extern UIWindow *uikitWindow;
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);
}
int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
{
[uikitEAGLView setCurrentContext];
return 0;
}
int
UIKit_GL_LoadLibrary(_THIS, const char *path)
{
/* shouldn't be passing a path into this function */
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)
{
[uikitEAGLView swapBuffers];
/* since now we've got something to draw
make the window visible */
[uikitWindow makeKeyAndVisible];
/* 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)
{
uikitEAGLView = [[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];
[uikitWindow addSubview: [uikitEAGLView autorelease]];
uikitEAGLView.multipleTouchEnabled = YES;
if ( UIKit_GL_MakeCurrent(_this, window, NULL) < 0 ) {
//Cocoa_GL_DeleteContext(_this, context);
return NULL;
}
return [uikitEAGLView context];
}
void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
{
return;
}