mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-03-16 15:06:22 +01:00
259 lines
8.4 KiB
Objective-C
259 lines
8.4 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 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
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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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[EAGLContext setCurrentContext:(__bridge EAGLContext *)context];
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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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if (w) {
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*w = data.view.backingWidth;
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}
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if (h) {
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*h = data.view.backingHeight;
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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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/*
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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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@autoreleasepool {
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SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
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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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if (data.view == nil) {
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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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}
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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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SDL_uikitopenglview *view;
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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UIWindow *uiwindow = data.uiwindow;
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CGRect frame = UIKit_ComputeViewFrame(window, uiwindow.screen);
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EAGLSharegroup *share_group = nil;
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CGFloat scale = 1.0;
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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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*/
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#ifdef __IPHONE_8_0
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if ([uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
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scale = uiwindow.screen.nativeScale;
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} else
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#endif
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{
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scale = uiwindow.screen.scale;
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}
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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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share_group = context.sharegroup;
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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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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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view.sdlwindow = window;
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data.view = view;
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data.viewcontroller.view = view;
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/* The view controller needs to be the root in order to control rotation */
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if (uiwindow.rootViewController == nil) {
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uiwindow.rootViewController = data.viewcontroller;
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} else {
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[uiwindow addSubview:view];
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}
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EAGLContext *context = view.context;
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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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/* Make this window the current mouse focus for touch input */
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if (uiwindow.screen == [UIScreen mainScreen]) {
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SDL_SetMouseFocus(window);
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SDL_SetKeyboardFocus(window);
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}
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/* We return a +1'd context. The window's driverdata owns the view. */
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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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/* Transfer ownership the +1'd context to ARC. */
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EAGLContext *eaglcontext = (EAGLContext *) CFBridgingRelease(context);
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SDL_Window *window;
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/* Find the view associated with this context */
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for (window = _this->windows; window; window = window->next) {
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SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
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SDL_uikitopenglview *view = data.view;
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if (view.context == eaglcontext) {
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/* the view controller has retained the view */
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if (data.viewcontroller) {
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UIWindow *uiwindow = (UIWindow *)view.superview;
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if (uiwindow.rootViewController == data.viewcontroller) {
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uiwindow.rootViewController = nil;
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}
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data.viewcontroller.view = nil;
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}
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[view removeFromSuperview];
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view.sdlwindow = NULL;
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data.view = nil;
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return;
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}
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}
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}
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}
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Uint32
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SDL_iPhoneGetViewRenderbuffer(SDL_Window * window)
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{
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if (!window) {
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SDL_SetError("Invalid window");
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return 0;
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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 (data.view != nil) {
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return data.view.drawableRenderbuffer;
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} else {
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return 0;
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}
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}
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}
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Uint32
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SDL_iPhoneGetViewFramebuffer(SDL_Window * window)
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{
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if (!window) {
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SDL_SetError("Invalid window");
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return 0;
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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 (data.view != nil) {
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return data.view.drawableFramebuffer;
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} else {
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return 0;
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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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