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SDL_uikitopengles is responsible for OpenGLES related functions in th…
…e UIKit video driver. The main thing to note is UIKit_GL_CreateContext which creates an instance of the SDL_uikitopenglview class, an OpenGL ES View. Most the real functionality is in SDL_uikitopenglview.
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Holmes Futrell
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Jul 17, 2008
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/* | ||
* SDL_uikitopengles.h | ||
* iPodSDL | ||
* | ||
* Created by Holmes Futrell on 5/29/08. | ||
* Copyright 2008 __MyCompanyName__. All rights reserved. | ||
* | ||
*/ | ||
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#include "SDL_config.h" | ||
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#ifndef _SDL_uikitopengles | ||
#define _SDL_uikitopengles | ||
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#include "SDL_uikitvideo.h" | ||
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extern int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context); | ||
extern void UIKit_GL_SwapWindow(_THIS, SDL_Window * window); | ||
extern SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window); | ||
extern void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context); | ||
extern void *UIKit_GL_GetProcAddress(_THIS, const char *proc); | ||
extern int UIKit_GL_LoadLibrary(_THIS, const char *path); | ||
#endif |
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/* | ||
* SDL_uikitopengles.c | ||
* iPodSDL | ||
* | ||
* Created by Holmes Futrell on 5/29/08. | ||
* Copyright 2008 __MyCompanyName__. All rights reserved. | ||
* | ||
*/ | ||
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#include "SDL_uikitopengles.h" | ||
#include "SDL_uikitopenglview.h" | ||
#include "jump.h" | ||
#include "SDL_sysvideo.h" | ||
#include "SDL_loadso.h" | ||
#include <dlfcn.h> | ||
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extern SDL_uikitopenglview *uikitEAGLView; | ||
extern UIWindow *uikitWindow; | ||
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static int UIKit_GL_Initialize(_THIS); | ||
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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); | ||
} | ||
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int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) | ||
{ | ||
[uikitEAGLView setCurrentContext]; | ||
return 0; | ||
} | ||
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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; | ||
} | ||
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void UIKit_GL_SwapWindow(_THIS, SDL_Window * window) | ||
{ | ||
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[uikitEAGLView swapBuffers]; | ||
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/* since now we've got something to draw | ||
make the window visible */ | ||
[uikitWindow makeKeyAndVisible]; | ||
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/* we need to let the event cycle run, or the OS won't update the OpenGL view! */ | ||
SDL_PumpEvents(); | ||
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} | ||
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SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window) | ||
{ | ||
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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]; | ||
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[uikitWindow addSubview: [uikitEAGLView autorelease]]; | ||
uikitEAGLView.multipleTouchEnabled = YES; | ||
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if ( UIKit_GL_MakeCurrent(_this, window, NULL) < 0 ) { | ||
//Cocoa_GL_DeleteContext(_this, context); | ||
return NULL; | ||
} | ||
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return [uikitEAGLView context]; | ||
} | ||
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void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) | ||
{ | ||
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return; | ||
} | ||
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