mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-29 20:27:12 +01:00
248 lines
8.6 KiB
Objective-C
248 lines
8.6 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 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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#import "SDL_uikitopenglview.h"
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#include "SDL_uikitmodes.h"
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#include "SDL_uikitwindow.h"
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#include "SDL_uikitevents.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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@interface SDLEAGLContext : EAGLContext
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/* The OpenGL ES context owns a view / drawable. */
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@property (nonatomic, strong) SDL_uikitopenglview *sdlView;
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@end
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@implementation SDLEAGLContext
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- (void)dealloc
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{
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/* When the context is deallocated, its view should be removed from any
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* SDL window that it's attached to. */
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[self.sdlView setSDLWindow:NULL];
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}
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@end
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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 iOS Simulator.
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* -We don't know that the path won't change in the future. */
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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_DeleteContext makes it current without passing the window
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*/
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int
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UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
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{
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@autoreleasepool {
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SDLEAGLContext *eaglcontext = (__bridge SDLEAGLContext *) context;
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if (![EAGLContext setCurrentContext:eaglcontext]) {
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return SDL_SetError("Could not make EAGL context current");
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}
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if (eaglcontext) {
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[eaglcontext.sdlView setSDLWindow:window];
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}
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}
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return 0;
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}
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void
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UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
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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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UIView *view = data.viewcontroller.view;
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if ([view isKindOfClass:[SDL_uikitopenglview class]]) {
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SDL_uikitopenglview *glview = (SDL_uikitopenglview *) view;
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if (w) {
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*w = glview.backingWidth;
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}
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if (h) {
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*h = glview.backingHeight;
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}
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}
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}
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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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/* We shouldn't pass a path to this function, since we've already loaded the
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* library. */
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if (path != NULL) {
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return SDL_SetError("iOS 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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int UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDLEAGLContext *context = (__bridge SDLEAGLContext *) SDL_GL_GetCurrentContext();
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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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[context.sdlView 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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return 0;
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}
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SDL_GLContext
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UIKit_GL_CreateContext(_THIS, SDL_Window * window)
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{
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@autoreleasepool {
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SDLEAGLContext *context = nil;
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SDL_uikitopenglview *view;
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
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EAGLSharegroup *sharegroup = nil;
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CGFloat scale = 1.0;
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int samples = 0;
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int major = _this->gl_config.major_version;
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int minor = _this->gl_config.minor_version;
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/* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
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* versions. */
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EAGLRenderingAPI api = major;
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/* iOS currently doesn't support GLES >3.0. iOS 6 also only supports up
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* to GLES 2.0. */
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if (major > 3 || (major == 3 && (minor > 0 || !UIKit_IsSystemVersionAtLeast(7.0)))) {
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SDL_SetError("OpenGL ES %d.%d context could not be created", major, minor);
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return NULL;
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}
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if (_this->gl_config.multisamplebuffers > 0) {
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samples = _this->gl_config.multisamplesamples;
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}
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if (_this->gl_config.share_with_current_context) {
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EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
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sharegroup = context.sharegroup;
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}
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if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
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/* Set the scale to the natural scale factor of the screen - the
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* backing dimensions of the OpenGL view will match the pixel
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* dimensions of the screen rather than the dimensions in points. */
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if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
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scale = data.uiwindow.screen.nativeScale;
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} else {
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scale = data.uiwindow.screen.scale;
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}
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}
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context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup];
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if (!context) {
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SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version);
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return NULL;
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}
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/* construct our view, passing in SDL's OpenGL configuration data */
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view = [[SDL_uikitopenglview alloc] initWithFrame:frame
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scale: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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sRGB:_this->gl_config.framebuffer_srgb_capable
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multisamples:samples
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context:context];
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if (!view) {
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return NULL;
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}
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/* The context owns the view / drawable. */
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context.sdlView = view;
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if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) {
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UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context));
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return NULL;
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}
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/* We return a +1'd context. The window's driverdata owns the view (via
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* MakeCurrent.) */
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return (SDL_GLContext) CFBridgingRetain(context);
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}
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}
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void
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UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
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{
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@autoreleasepool {
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/* The context was retained in SDL_GL_CreateContext, so we release it
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* here. The context's view will be detached from its window when the
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* context is deallocated. */
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CFRelease(context);
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}
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}
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void
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UIKit_GL_RestoreCurrentContext(void)
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{
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@autoreleasepool {
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/* Some iOS system functionality (such as Dictation on the on-screen
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keyboard) uses its own OpenGL ES context but doesn't restore the
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previous one when it's done. This is a workaround to make sure the
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expected SDL-created OpenGL ES context is active after the OS is
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finished running its own code for the frame. If this isn't done, the
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app may crash or have other nasty symptoms when Dictation is used.
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*/
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EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
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if (context != NULL && [EAGLContext currentContext] != context) {
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[EAGLContext setCurrentContext:context];
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}
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}
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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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