mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
443 lines
15 KiB
Objective-C
443 lines
15 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_UIKIT
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#include "SDL_syswm.h"
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "SDL_assert.h"
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#include "SDL_hints.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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#include "SDL_uikitvideo.h"
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#include "SDL_uikitevents.h"
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#include "SDL_uikitmodes.h"
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#include "SDL_uikitwindow.h"
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#import "SDL_uikitappdelegate.h"
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#import "SDL_uikitview.h"
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#import "SDL_uikitopenglview.h"
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#include <Foundation/Foundation.h>
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@implementation SDL_WindowData
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@synthesize uiwindow;
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@synthesize viewcontroller;
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@synthesize views;
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- (instancetype)init
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{
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if ((self = [super init])) {
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views = [NSMutableArray new];
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}
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return self;
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}
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@end
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@interface SDL_uikitwindow : UIWindow
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- (void)layoutSubviews;
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@end
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@implementation SDL_uikitwindow
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- (void)layoutSubviews
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{
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/* Workaround to fix window orientation issues in iOS 8+. */
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self.frame = self.screen.bounds;
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[super layoutSubviews];
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}
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@end
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static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
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{
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SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
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SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
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SDL_uikitview *view;
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CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
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int width = (int) frame.size.width;
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int height = (int) frame.size.height;
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SDL_WindowData *data = [[SDL_WindowData alloc] init];
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if (!data) {
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return SDL_OutOfMemory();
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}
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window->driverdata = (void *) CFBridgingRetain(data);
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data.uiwindow = uiwindow;
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/* only one window on iOS, always shown */
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window->flags &= ~SDL_WINDOW_HIDDEN;
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if (displaydata.uiscreen == [UIScreen mainScreen]) {
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window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
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} else {
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window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizable */
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window->flags &= ~SDL_WINDOW_INPUT_FOCUS; /* never has input focus */
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window->flags |= SDL_WINDOW_BORDERLESS; /* never has a status bar. */
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}
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if (displaydata.uiscreen == [UIScreen mainScreen]) {
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NSUInteger orients = UIKit_GetSupportedOrientations(window);
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BOOL supportsLandscape = (orients & UIInterfaceOrientationMaskLandscape) != 0;
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BOOL supportsPortrait = (orients & (UIInterfaceOrientationMaskPortrait|UIInterfaceOrientationMaskPortraitUpsideDown)) != 0;
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/* Make sure the width/height are oriented correctly */
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if ((width > height && !supportsLandscape) || (height > width && !supportsPortrait)) {
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int temp = width;
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width = height;
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height = temp;
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}
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}
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window->x = 0;
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window->y = 0;
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window->w = width;
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window->h = height;
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/* The View Controller will handle rotating the view when the device
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* orientation changes. This will trigger resize events, if appropriate. */
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data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
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/* The window will initially contain a generic view so resizes, touch events,
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* etc. can be handled without an active OpenGL view/context. */
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view = [[SDL_uikitview alloc] initWithFrame:frame];
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/* Sets this view as the controller's view, and adds the view to the window
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* heirarchy. */
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[view setSDLWindow:window];
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/* Make this window the current mouse focus for touch input */
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if (displaydata.uiscreen == [UIScreen mainScreen]) {
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SDL_SetMouseFocus(window);
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SDL_SetKeyboardFocus(window);
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}
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return 0;
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}
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int
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UIKit_CreateWindow(_THIS, SDL_Window *window)
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{
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@autoreleasepool {
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SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
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SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
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const CGSize origsize = data.uiscreen.currentMode.size;
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/* SDL currently puts this window at the start of display's linked list. We rely on this. */
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SDL_assert(_this->windows == window);
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/* We currently only handle a single window per display on iOS */
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if (window->next != NULL) {
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return SDL_SetError("Only one window allowed per display.");
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}
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/* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
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* user, so it's in standby), try to force the display to a resolution
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* that most closely matches the desired window size. */
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if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
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if (display->num_display_modes == 0) {
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_this->GetDisplayModes(_this, display);
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}
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int i;
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const SDL_DisplayMode *bestmode = NULL;
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for (i = display->num_display_modes; i >= 0; i--) {
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const SDL_DisplayMode *mode = &display->display_modes[i];
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if ((mode->w >= window->w) && (mode->h >= window->h)) {
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bestmode = mode;
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}
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}
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if (bestmode) {
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SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)bestmode->driverdata;
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[data.uiscreen setCurrentMode:modedata.uiscreenmode];
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/* desktop_mode doesn't change here (the higher level will
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* use it to set all the screens back to their defaults
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* upon window destruction, SDL_Quit(), etc. */
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display->current_mode = *bestmode;
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}
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}
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if (data.uiscreen == [UIScreen mainScreen]) {
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if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
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[UIApplication sharedApplication].statusBarHidden = YES;
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} else {
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[UIApplication sharedApplication].statusBarHidden = NO;
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}
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}
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/* ignore the size user requested, and make a fullscreen window */
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/* !!! FIXME: can we have a smaller view? */
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UIWindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data.uiscreen.bounds];
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/* put the window on an external display if appropriate. */
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if (data.uiscreen != [UIScreen mainScreen]) {
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[uiwindow setScreen:data.uiscreen];
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}
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if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
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return -1;
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}
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}
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return 1;
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}
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void
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UIKit_SetWindowTitle(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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data.viewcontroller.title = @(window->title);
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}
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}
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void
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UIKit_ShowWindow(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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[data.uiwindow makeKeyAndVisible];
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}
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}
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void
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UIKit_HideWindow(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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data.uiwindow.hidden = YES;
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}
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}
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void
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UIKit_RaiseWindow(_THIS, SDL_Window * window)
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{
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/* We don't currently offer a concept of "raising" the SDL window, since
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* we only allow one per display, in the iOS fashion.
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* However, we use this entry point to rebind the context to the view
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* during OnWindowRestored processing. */
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_this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx);
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}
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static void
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UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
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{
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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SDL_uikitviewcontroller *viewcontroller = data.viewcontroller;
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if (data.uiwindow.screen == [UIScreen mainScreen]) {
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if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
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[UIApplication sharedApplication].statusBarHidden = YES;
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} else {
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[UIApplication sharedApplication].statusBarHidden = NO;
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}
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/* iOS 7+ won't update the status bar until we tell it to. */
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if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
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[viewcontroller setNeedsStatusBarAppearanceUpdate];
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}
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}
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/* Update the view's frame to account for the status bar change. */
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viewcontroller.view.frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
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#ifdef SDL_IPHONE_KEYBOARD
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/* Make sure the view is offset correctly when the keyboard is visible. */
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[viewcontroller updateKeyboard];
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#endif
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[viewcontroller.view setNeedsLayout];
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[viewcontroller.view layoutIfNeeded];
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}
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void
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UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
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{
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@autoreleasepool {
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UIKit_UpdateWindowBorder(_this, window);
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}
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}
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void
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UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
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{
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@autoreleasepool {
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UIKit_UpdateWindowBorder(_this, window);
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}
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}
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void
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UIKit_DestroyWindow(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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if (window->driverdata != NULL) {
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SDL_WindowData *data = (SDL_WindowData *) CFBridgingRelease(window->driverdata);
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NSArray *views = nil;
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[data.viewcontroller stopAnimation];
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/* Detach all views from this window. We use a copy of the array
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* because setSDLWindow will remove the object from the original
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* array, which would be undesirable if we were iterating over it. */
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views = [data.views copy];
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for (SDL_uikitview *view in views) {
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[view setSDLWindow:NULL];
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}
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}
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}
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window->driverdata = NULL;
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}
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SDL_bool
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UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
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{
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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if (info->version.major <= SDL_MAJOR_VERSION) {
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int versionnum = SDL_VERSIONNUM(info->version.major, info->version.minor, info->version.patch);
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info->subsystem = SDL_SYSWM_UIKIT;
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info->info.uikit.window = data.uiwindow;
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/* These struct members were added in SDL 2.0.4. */
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if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
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if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
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SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
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info->info.uikit.framebuffer = glview.drawableFramebuffer;
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info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
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} else {
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info->info.uikit.framebuffer = 0;
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info->info.uikit.colorbuffer = 0;
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}
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}
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return SDL_TRUE;
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} else {
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SDL_SetError("Application not compiled with SDL %d.%d\n",
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SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
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return SDL_FALSE;
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}
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}
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}
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NSUInteger
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UIKit_GetSupportedOrientations(SDL_Window * window)
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{
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const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
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NSUInteger validOrientations = UIInterfaceOrientationMaskAll;
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NSUInteger orientationMask = 0;
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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UIApplication *app = [UIApplication sharedApplication];
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/* Get all possible valid orientations. If the app delegate doesn't tell
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* us, we get the orientations from Info.plist via UIApplication. */
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if ([app.delegate respondsToSelector:@selector(application:supportedInterfaceOrientationsForWindow:)]) {
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validOrientations = [app.delegate application:app supportedInterfaceOrientationsForWindow:data.uiwindow];
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} else if ([app respondsToSelector:@selector(supportedInterfaceOrientationsForWindow:)]) {
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validOrientations = [app supportedInterfaceOrientationsForWindow:data.uiwindow];
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}
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if (hint != NULL) {
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NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
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if ([orientations containsObject:@"LandscapeLeft"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
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}
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if ([orientations containsObject:@"LandscapeRight"]) {
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orientationMask |= UIInterfaceOrientationMaskLandscapeRight;
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}
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if ([orientations containsObject:@"Portrait"]) {
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orientationMask |= UIInterfaceOrientationMaskPortrait;
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}
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if ([orientations containsObject:@"PortraitUpsideDown"]) {
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orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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}
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if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
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/* any orientation is okay. */
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orientationMask = UIInterfaceOrientationMaskAll;
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}
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if (orientationMask == 0) {
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if (window->w >= window->h) {
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orientationMask |= UIInterfaceOrientationMaskLandscape;
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}
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if (window->h >= window->w) {
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orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
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}
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}
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/* Don't allow upside-down orientation on phones, so answering calls is in the natural orientation */
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if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone) {
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orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
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}
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/* If none of the specified orientations are actually supported by the
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* app, we'll revert to what the app supports. An exception would be
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* thrown by the system otherwise. */
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if ((validOrientations & orientationMask) == 0) {
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orientationMask = validOrientations;
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}
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}
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return orientationMask;
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}
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int
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SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
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{
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if (!window || !window->driverdata) {
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return SDL_SetError("Invalid window");
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}
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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
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[data.viewcontroller setAnimationCallback:interval
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callback:callback
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callbackParam:callbackParam];
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}
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return 0;
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}
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#endif /* SDL_VIDEO_DRIVER_UIKIT */
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/* vi: set ts=4 sw=4 expandtab: */
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