mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-02-13 09:30:07 +01:00
182 lines
6.1 KiB
Objective-C
182 lines
6.1 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 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_uikitopengles.h"
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#include "SDL_uikitopenglview.h"
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#include "SDL_uikitappdelegate.h"
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#include "SDL_uikitmodes.h"
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#include "SDL_uikitwindow.h"
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#include "../SDL_sysvideo.h"
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#include "../../events/SDL_keyboard_c.h"
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#include "../../events/SDL_mouse_c.h"
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#include "../../power/uikit/SDL_syspower.h"
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#include "SDL_loadso.h"
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#include <dlfcn.h>
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static int UIKit_GL_Initialize(_THIS);
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void *
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UIKit_GL_GetProcAddress(_THIS, const char *proc)
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{
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/* Look through all SO's for the proc symbol. Here's why:
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-Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
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-We don't know that the path won't change in the future.
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*/
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return dlsym(RTLD_DEFAULT, proc);
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}
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/*
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note that SDL_GL_Delete context makes it current without passing the window
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*/
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int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
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{
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if (context) {
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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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[data->view setCurrentContext];
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}
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else {
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[EAGLContext setCurrentContext: nil];
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}
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return 0;
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}
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int
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UIKit_GL_LoadLibrary(_THIS, const char *path)
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{
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/*
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shouldn't be passing a path into this function
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why? Because we've already loaded the library
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and because the SDK forbids loading an external SO
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*/
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if (path != NULL) {
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return SDL_SetError("iPhone GL Load Library just here for compatibility");
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}
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return 0;
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}
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void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
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{
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#if SDL_POWER_UIKIT
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/* Check once a frame to see if we should turn off the battery monitor. */
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SDL_UIKit_UpdateBatteryMonitoring();
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#endif
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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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if (nil == data->view) {
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return;
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}
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[data->view swapBuffers];
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/* You need to pump events in order for the OS to make changes visible.
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We don't pump events here because we don't want iOS application events
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(low memory, terminate, etc.) to happen inside low level rendering.
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*/
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}
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SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
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{
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SDL_uikitopenglview *view;
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SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
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SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
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SDL_DisplayData *displaydata = display->driverdata;
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SDL_DisplayModeData *displaymodedata = display->current_mode.driverdata;
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UIWindow *uiwindow = data->uiwindow;
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EAGLSharegroup *share_group = nil;
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if (_this->gl_config.share_with_current_context) {
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SDL_uikitopenglview *view = (SDL_uikitopenglview *) SDL_GL_GetCurrentContext();
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share_group = [view.context sharegroup];
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}
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/* construct our view, passing in SDL's OpenGL configuration data */
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CGRect frame;
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if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
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frame = [displaydata->uiscreen bounds];
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} else {
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frame = [displaydata->uiscreen applicationFrame];
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}
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view = [[SDL_uikitopenglview alloc] initWithFrame: frame
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scale: displaymodedata->scale
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retainBacking: _this->gl_config.retained_backing
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rBits: _this->gl_config.red_size
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gBits: _this->gl_config.green_size
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bBits: _this->gl_config.blue_size
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aBits: _this->gl_config.alpha_size
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depthBits: _this->gl_config.depth_size
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stencilBits: _this->gl_config.stencil_size
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majorVersion: _this->gl_config.major_version
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shareGroup: share_group];
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if (!view) {
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return NULL;
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}
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data->view = view;
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view->viewcontroller = data->viewcontroller;
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if (view->viewcontroller != nil) {
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[view->viewcontroller setView:view];
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[view->viewcontroller retain];
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}
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[uiwindow addSubview: view];
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/* The view controller needs to be the root in order to control rotation on iOS 6.0 */
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if (uiwindow.rootViewController == nil) {
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uiwindow.rootViewController = view->viewcontroller;
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}
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if (UIKit_GL_MakeCurrent(_this, window, view) < 0) {
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UIKit_GL_DeleteContext(_this, view);
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return NULL;
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}
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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 view;
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}
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void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
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{
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/* the delegate has retained the view, this will release him */
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SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
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if (view->viewcontroller) {
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UIWindow *uiwindow = (UIWindow *)view.superview;
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if (uiwindow.rootViewController == view->viewcontroller) {
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uiwindow.rootViewController = nil;
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}
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[view->viewcontroller setView:nil];
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[view->viewcontroller release];
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}
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[view removeFromSuperview];
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[view release];
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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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