sdl2_frt/src/video/uikit/SDL_uikitmetalview.h
Ryan C. Gordon a791689086 metal: Added some support interfaces to Apple's Metal API (thanks, Caleb!).
Caleb Cornett's comments:

"A few weeks ago, Alex added a partial Metal API to SDL2:

https://hg.libsdl.org/SDL/rev/22c8e7cd8d38

I noticed it was missing a few features that would help Metal become a
first-class citizen in SDL, so I went ahead and wrote them! Here are the new
APIs:

1. SDL_WINDOW_METAL flag for SDL_CreateWindow(). This allows the programmer
to specify that they intend to create a window for use with SDL_MetalView.
The flag is used to ensure correct usage of the API and to prevent
accidentally defaulting to OpenGL on iOS.

2. SDL_Metal_GetLayer(). This function takes a SDL_MetalView and returns a
pointer to the view's backing CAMetalLayer. This simplifies things
considerably, since in the current version of the SDL_Metal API the
programmer is required to bridge-cast a SDL_MetalView handle to an NSView or
UIView (depending on the platform) and then extract the layer from there.
SDL_Metal_GetLayer automatically handles all of that, making the operation
simple and cross-platform.

3. SDL_Metal_GetDrawableSize(). This function already exists in the current
SDL_Metal API (and is used behind-the-scenes for SDL_Vulkan_GetDrawableSize
on Apple platforms) but was not publicly exposed. My patch exposes this
function for public use. It works just like you'd expect.

Tested on macOS 10.14 and iOS 12.4."

Fixes Bugzilla #4796.
2020-04-10 00:37:35 -04:00

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1.9 KiB
Objective-C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
* @author Mark Callow, www.edgewise-consulting.com.
*
* Thanks to Alex Szpakowski, @slime73 on GitHub, for his gist showing
* how to add a CAMetalLayer backed view.
*/
#ifndef SDL_uikitmetalview_h_
#define SDL_uikitmetalview_h_
#include "../SDL_sysvideo.h"
#include "SDL_uikitwindow.h"
#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_VULKAN || SDL_VIDEO_METAL)
#import <UIKit/UIKit.h>
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
#define METALVIEW_TAG 255
@interface SDL_uikitmetalview : SDL_uikitview
- (instancetype)initWithFrame:(CGRect)frame
scale:(CGFloat)scale;
@end
SDL_MetalView UIKit_Metal_CreateView(_THIS, SDL_Window * window);
void UIKit_Metal_DestroyView(_THIS, SDL_MetalView view);
void *UIKit_Metal_GetLayer(_THIS, SDL_MetalView view);
void UIKit_Metal_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h);
#endif /* SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_VULKAN || SDL_VIDEO_METAL) */
#endif /* SDL_uikitmetalview_h_ */
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