| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2014 Sam Lantinga <[email protected]> |
| |
| 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. |
| */ |
| #include "../../SDL_internal.h" |
| |
| #if SDL_VIDEO_DRIVER_UIKIT |
| |
| #include "SDL_uikitopengles.h" |
| #include "SDL_uikitopenglview.h" |
| #include "SDL_uikitappdelegate.h" |
| #include "SDL_uikitmodes.h" |
| #include "SDL_uikitwindow.h" |
| #include "../SDL_sysvideo.h" |
| #include "../../events/SDL_keyboard_c.h" |
| #include "../../events/SDL_mouse_c.h" |
| #include "../../power/uikit/SDL_syspower.h" |
| #include "SDL_loadso.h" |
| #include <dlfcn.h> |
| |
| static int UIKit_GL_Initialize(_THIS); |
| |
| void * |
| UIKit_GL_GetProcAddress(_THIS, const char *proc) |
| { |
| /* Look through all SO's for the proc symbol. Here's why: |
| -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator. |
| -We don't know that the path won't change in the future. |
| */ |
| return dlsym(RTLD_DEFAULT, proc); |
| } |
| |
| /* |
| note that SDL_GL_Delete context makes it current without passing the window |
| */ |
| int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) |
| { |
| if (context) { |
| SDL_WindowData *data = (SDL_WindowData *)window->driverdata; |
| [data->view setCurrentContext]; |
| } |
| else { |
| [EAGLContext setCurrentContext: nil]; |
| } |
| |
| return 0; |
| } |
| |
| int |
| UIKit_GL_LoadLibrary(_THIS, const char *path) |
| { |
| /* |
| shouldn't be passing a path into this function |
| why? Because we've already loaded the library |
| and because the SDK forbids loading an external SO |
| */ |
| if (path != NULL) { |
| return SDL_SetError("iPhone GL Load Library just here for compatibility"); |
| } |
| return 0; |
| } |
| |
| void UIKit_GL_SwapWindow(_THIS, SDL_Window * window) |
| { |
| #if SDL_POWER_UIKIT |
| /* Check once a frame to see if we should turn off the battery monitor. */ |
| SDL_UIKit_UpdateBatteryMonitoring(); |
| #endif |
| |
| SDL_WindowData *data = (SDL_WindowData *)window->driverdata; |
| |
| if (nil == data->view) { |
| return; |
| } |
| [data->view swapBuffers]; |
| |
| /* You need to pump events in order for the OS to make changes visible. |
| We don't pump events here because we don't want iOS application events |
| (low memory, terminate, etc.) to happen inside low level rendering. |
| */ |
| } |
| |
| SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window) |
| { |
| SDL_uikitopenglview *view; |
| SDL_WindowData *data = (SDL_WindowData *) window->driverdata; |
| SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window); |
| SDL_DisplayData *displaydata = display->driverdata; |
| SDL_DisplayModeData *displaymodedata = display->current_mode.driverdata; |
| UIWindow *uiwindow = data->uiwindow; |
| EAGLSharegroup *share_group = nil; |
| |
| if (_this->gl_config.share_with_current_context) { |
| SDL_uikitopenglview *view = (SDL_uikitopenglview *) SDL_GL_GetCurrentContext(); |
| share_group = [view.context sharegroup]; |
| } |
| |
| /* construct our view, passing in SDL's OpenGL configuration data */ |
| CGRect frame; |
| if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) { |
| frame = [displaydata->uiscreen bounds]; |
| } else { |
| frame = [displaydata->uiscreen applicationFrame]; |
| } |
| view = [[SDL_uikitopenglview alloc] initWithFrame: frame |
| scale: displaymodedata->scale |
| retainBacking: _this->gl_config.retained_backing |
| rBits: _this->gl_config.red_size |
| gBits: _this->gl_config.green_size |
| bBits: _this->gl_config.blue_size |
| aBits: _this->gl_config.alpha_size |
| depthBits: _this->gl_config.depth_size |
| stencilBits: _this->gl_config.stencil_size |
| majorVersion: _this->gl_config.major_version |
| shareGroup: share_group]; |
| if (!view) { |
| return NULL; |
| } |
| |
| data->view = view; |
| view->viewcontroller = data->viewcontroller; |
| if (view->viewcontroller != nil) { |
| [view->viewcontroller setView:view]; |
| [view->viewcontroller retain]; |
| } |
| [uiwindow addSubview: view]; |
| |
| /* The view controller needs to be the root in order to control rotation on iOS 6.0 */ |
| if (uiwindow.rootViewController == nil) { |
| uiwindow.rootViewController = view->viewcontroller; |
| } |
| |
| if (UIKit_GL_MakeCurrent(_this, window, view) < 0) { |
| UIKit_GL_DeleteContext(_this, view); |
| return NULL; |
| } |
| |
| /* Make this window the current mouse focus for touch input */ |
| if (displaydata->uiscreen == [UIScreen mainScreen]) { |
| SDL_SetMouseFocus(window); |
| SDL_SetKeyboardFocus(window); |
| } |
| |
| return view; |
| } |
| |
| void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) |
| { |
| /* the delegate has retained the view, this will release him */ |
| SDL_uikitopenglview *view = (SDL_uikitopenglview *)context; |
| if (view->viewcontroller) { |
| UIWindow *uiwindow = (UIWindow *)view.superview; |
| if (uiwindow.rootViewController == view->viewcontroller) { |
| uiwindow.rootViewController = nil; |
| } |
| [view->viewcontroller setView:nil]; |
| [view->viewcontroller release]; |
| } |
| [view removeFromSuperview]; |
| [view release]; |
| } |
| |
| #endif /* SDL_VIDEO_DRIVER_UIKIT */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |