mirror of https://github.com/encounter/SDL.git
Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.
This commit is contained in:
parent
31257842ec
commit
caad673f06
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@ -90,13 +90,15 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
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joystick->nballs = 0;
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joystick->nbuttons = 0;
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if (motionManager == nil) {
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motionManager = [[CMMotionManager alloc] init];
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}
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@autoreleasepool {
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if (motionManager == nil) {
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motionManager = [[CMMotionManager alloc] init];
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}
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/* Shorter times between updates can significantly increase CPU usage. */
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motionManager.accelerometerUpdateInterval = 0.1;
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[motionManager startAccelerometerUpdates];
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/* Shorter times between updates can significantly increase CPU usage. */
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motionManager.accelerometerUpdateInterval = 0.1;
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[motionManager startAccelerometerUpdates];
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}
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return 0;
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}
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@ -113,11 +115,13 @@ static void SDL_SYS_AccelerometerUpdate(SDL_Joystick * joystick)
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const SInt16 maxsint16 = 0x7FFF;
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CMAcceleration accel;
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if (!motionManager.accelerometerActive) {
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return;
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}
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@autoreleasepool {
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if (!motionManager.accelerometerActive) {
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return;
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}
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accel = [[motionManager accelerometerData] acceleration];
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accel = motionManager.accelerometerData.acceleration;
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}
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/*
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Convert accelerometer data from floating point to Sint16, which is what
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@ -161,7 +165,9 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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void
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SDL_SYS_JoystickClose(SDL_Joystick * joystick)
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{
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[motionManager stopAccelerometerUpdates];
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@autoreleasepool {
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[motionManager stopAccelerometerUpdates];
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}
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joystick->closed = 1;
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}
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@ -169,9 +175,11 @@ SDL_SYS_JoystickClose(SDL_Joystick * joystick)
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void
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SDL_SYS_JoystickQuit(void)
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{
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if (motionManager != nil) {
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[motionManager release];
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motionManager = nil;
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@autoreleasepool {
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if (motionManager != nil) {
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[motionManager release];
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motionManager = nil;
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}
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}
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numjoysticks = 0;
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@ -50,24 +50,24 @@ SDL_UIKit_UpdateBatteryMonitoring(void)
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SDL_bool
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SDL_GetPowerInfo_UIKit(SDL_PowerState * state, int *seconds, int *percent)
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{
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UIDevice *uidev = [UIDevice currentDevice];
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@autoreleasepool {
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UIDevice *uidev = [UIDevice currentDevice];
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if (!SDL_UIKitLastPowerInfoQuery) {
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SDL_assert([uidev isBatteryMonitoringEnabled] == NO);
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[uidev setBatteryMonitoringEnabled:YES];
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}
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if (!SDL_UIKitLastPowerInfoQuery) {
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SDL_assert(uidev.isBatteryMonitoringEnabled == NO);
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uidev.batteryMonitoringEnabled = YES;
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}
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/* UIKit_GL_SwapWindow() (etc) will check this and disable the battery
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* monitoring if the app hasn't queried it in the last X seconds.
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* Apparently monitoring the battery burns battery life. :)
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* Apple's docs say not to monitor the battery unless you need it.
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*/
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SDL_UIKitLastPowerInfoQuery = SDL_GetTicks();
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/* UIKit_GL_SwapWindow() (etc) will check this and disable the battery
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* monitoring if the app hasn't queried it in the last X seconds.
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* Apparently monitoring the battery burns battery life. :)
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* Apple's docs say not to monitor the battery unless you need it.
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*/
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SDL_UIKitLastPowerInfoQuery = SDL_GetTicks();
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*seconds = -1; /* no API to estimate this in UIKit. */
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*seconds = -1; /* no API to estimate this in UIKit. */
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switch ([uidev batteryState])
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{
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switch (uidev.batteryState) {
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case UIDeviceBatteryStateCharging:
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*state = SDL_POWERSTATE_CHARGING;
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break;
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@ -84,11 +84,12 @@ SDL_GetPowerInfo_UIKit(SDL_PowerState * state, int *seconds, int *percent)
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default:
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*state = SDL_POWERSTATE_UNKNOWN;
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break;
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}
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}
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const float level = [uidev batteryLevel];
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*percent = ( (level < 0.0f) ? -1 : ((int) ((level * 100) + 0.5f)) );
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return SDL_TRUE; /* always the definitive answer on iOS. */
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const float level = uidev.batteryLevel;
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*percent = ( (level < 0.0f) ? -1 : ((int) ((level * 100) + 0.5f)) );
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return SDL_TRUE; /* always the definitive answer on iOS. */
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}
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}
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#endif /* SDL_POWER_UIKIT */
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@ -159,9 +159,11 @@ UIKit_IsDisplayLandscape(UIScreen *uiscreen)
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int
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UIKit_InitModes(_THIS)
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{
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for (UIScreen *uiscreen in [UIScreen screens]) {
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if (UIKit_AddDisplay(uiscreen) < 0) {
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return -1;
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@autoreleasepool {
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for (UIScreen *uiscreen in [UIScreen screens]) {
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if (UIKit_AddDisplay(uiscreen) < 0) {
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return -1;
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}
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}
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}
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@ -173,26 +175,28 @@ UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
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{
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SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
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SDL_bool isLandscape = UIKit_IsDisplayLandscape(data->uiscreen);
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SDL_bool addRotation = (data->uiscreen == [UIScreen mainScreen]);
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CGFloat scale = data->uiscreen.scale;
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@autoreleasepool {
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SDL_bool isLandscape = UIKit_IsDisplayLandscape(data->uiscreen);
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SDL_bool addRotation = (data->uiscreen == [UIScreen mainScreen]);
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CGFloat scale = data->uiscreen.scale;
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for (UIScreenMode *uimode in [data->uiscreen availableModes]) {
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/* The size of a UIScreenMode is in pixels, but we deal exclusively in
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* points (except in SDL_GL_GetDrawableSize.) */
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CGSize size = [uimode size];
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int w = (int)(size.width / scale);
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int h = (int)(size.height / scale);
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for (UIScreenMode *uimode in [data->uiscreen availableModes]) {
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/* The size of a UIScreenMode is in pixels, but we deal exclusively in
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* points (except in SDL_GL_GetDrawableSize.) */
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CGSize size = [uimode size];
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int w = (int)(size.width / scale);
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int h = (int)(size.height / scale);
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/* Make sure the width/height are oriented correctly */
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if (isLandscape != (w > h)) {
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int tmp = w;
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w = h;
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h = tmp;
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/* Make sure the width/height are oriented correctly */
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if (isLandscape != (w > h)) {
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int tmp = w;
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w = h;
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h = tmp;
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}
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/* Add the native screen resolution. */
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UIKit_AddDisplayMode(display, w, h, uimode, addRotation);
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}
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/* Add the native screen resolution. */
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UIKit_AddDisplayMode(display, w, h, uimode, addRotation);
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}
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}
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@ -202,16 +206,18 @@ UIKit_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
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SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)mode->driverdata;
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[data->uiscreen setCurrentMode:modedata->uiscreenmode];
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@autoreleasepool {
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[data->uiscreen setCurrentMode:modedata->uiscreenmode];
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if (data->uiscreen == [UIScreen mainScreen]) {
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if (mode->w > mode->h) {
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if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
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}
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} else if (mode->w < mode->h) {
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if (UIKit_IsDisplayLandscape(data->uiscreen)) {
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
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if (data->uiscreen == [UIScreen mainScreen]) {
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if (mode->w > mode->h) {
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if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
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}
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} else if (mode->w < mode->h) {
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if (UIKit_IsDisplayLandscape(data->uiscreen)) {
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
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}
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}
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}
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}
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@ -224,19 +230,21 @@ UIKit_QuitModes(_THIS)
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{
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/* Release Objective-C objects, so higher level doesn't free() them. */
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int i, j;
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for (i = 0; i < _this->num_displays; i++) {
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SDL_VideoDisplay *display = &_this->displays[i];
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@autoreleasepool {
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for (i = 0; i < _this->num_displays; i++) {
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SDL_VideoDisplay *display = &_this->displays[i];
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UIKit_FreeDisplayModeData(&display->desktop_mode);
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for (j = 0; j < display->num_display_modes; j++) {
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SDL_DisplayMode *mode = &display->display_modes[j];
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UIKit_FreeDisplayModeData(mode);
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UIKit_FreeDisplayModeData(&display->desktop_mode);
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for (j = 0; j < display->num_display_modes; j++) {
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SDL_DisplayMode *mode = &display->display_modes[j];
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UIKit_FreeDisplayModeData(mode);
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}
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SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
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[data->uiscreen release];
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SDL_free(data);
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display->driverdata = NULL;
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}
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SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
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[data->uiscreen release];
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SDL_free(data);
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display->driverdata = NULL;
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}
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}
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@ -52,12 +52,14 @@ UIKit_GL_GetProcAddress(_THIS, const char *proc)
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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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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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@autoreleasepool {
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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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}
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return 0;
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@ -67,11 +69,13 @@ void UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
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{
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SDL_WindowData *data = (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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@autoreleasepool {
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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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@ -92,106 +96,112 @@ UIKit_GL_LoadLibrary(_THIS, const char *path)
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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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#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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/* 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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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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if (nil == data->view) {
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return;
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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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[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
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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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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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@autoreleasepool {
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SDL_uikitopenglview *view;
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SDL_WindowData *data = (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 backing
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dimensions of the OpenGL view will match the pixel dimensions of the
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screen rather than the dimensions in points.
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*/
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scale = uiwindow.screen.scale;
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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 backing
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dimensions of the OpenGL view will match the pixel dimensions of the
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screen rather than the dimensions in points.
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*/
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scale = uiwindow.screen.scale;
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}
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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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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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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 (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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return view;
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}
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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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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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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 (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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return view;
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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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/* 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) {
|
||||
UIWindow *uiwindow = (UIWindow *)view.superview;
|
||||
if (uiwindow.rootViewController == view->viewcontroller) {
|
||||
uiwindow.rootViewController = nil;
|
||||
@autoreleasepool {
|
||||
/* 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->viewcontroller setView:nil];
|
||||
[view->viewcontroller release];
|
||||
[view removeFromSuperview];
|
||||
[view release];
|
||||
}
|
||||
[view removeFromSuperview];
|
||||
[view release];
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_UIKIT */
|
||||
|
|
|
@ -318,28 +318,34 @@ SDL_bool UIKit_HasScreenKeyboardSupport(_THIS)
|
|||
|
||||
void UIKit_ShowScreenKeyboard(_THIS, SDL_Window *window)
|
||||
{
|
||||
SDL_uikitview *view = getWindowView(window);
|
||||
if (view != nil) {
|
||||
[view showKeyboard];
|
||||
@autoreleasepool {
|
||||
SDL_uikitview *view = getWindowView(window);
|
||||
if (view != nil) {
|
||||
[view showKeyboard];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UIKit_HideScreenKeyboard(_THIS, SDL_Window *window)
|
||||
{
|
||||
SDL_uikitview *view = getWindowView(window);
|
||||
if (view != nil) {
|
||||
[view hideKeyboard];
|
||||
@autoreleasepool {
|
||||
SDL_uikitview *view = getWindowView(window);
|
||||
if (view != nil) {
|
||||
[view hideKeyboard];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_bool UIKit_IsScreenKeyboardShown(_THIS, SDL_Window *window)
|
||||
{
|
||||
SDL_uikitview *view = getWindowView(window);
|
||||
if (view == nil) {
|
||||
return 0;
|
||||
}
|
||||
@autoreleasepool {
|
||||
SDL_uikitview *view = getWindowView(window);
|
||||
if (view == nil) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return view.isKeyboardVisible;
|
||||
return view.isKeyboardVisible;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -423,13 +429,15 @@ UIKit_SetTextInputRect(_THIS, SDL_Rect *rect)
|
|||
SDL_InvalidParamError("rect");
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_uikitview *view = getWindowView(SDL_GetFocusWindow());
|
||||
if (view == nil) {
|
||||
return ;
|
||||
}
|
||||
|
||||
view.textInputRect = *rect;
|
||||
@autoreleasepool {
|
||||
SDL_uikitview *view = getWindowView(SDL_GetFocusWindow());
|
||||
if (view == nil) {
|
||||
return;
|
||||
}
|
||||
|
||||
view.textInputRect = *rect;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -132,84 +132,86 @@ static int SetupWindowData(_THIS, SDL_Window *window, SDL_uikitwindow *uiwindow,
|
|||
int
|
||||
UIKit_CreateWindow(_THIS, SDL_Window *window)
|
||||
{
|
||||
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
|
||||
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
|
||||
const BOOL external = ([UIScreen mainScreen] != data->uiscreen);
|
||||
const CGSize origsize = [[data->uiscreen currentMode] size];
|
||||
@autoreleasepool {
|
||||
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
|
||||
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
|
||||
const BOOL external = ([UIScreen mainScreen] != data->uiscreen);
|
||||
const CGSize origsize = [[data->uiscreen currentMode] size];
|
||||
|
||||
/* SDL currently puts this window at the start of display's linked list. We rely on this. */
|
||||
SDL_assert(_this->windows == window);
|
||||
/* SDL currently puts this window at the start of display's linked list. We rely on this. */
|
||||
SDL_assert(_this->windows == window);
|
||||
|
||||
/* We currently only handle a single window per display on iOS */
|
||||
if (window->next != NULL) {
|
||||
return SDL_SetError("Only one window allowed per display.");
|
||||
}
|
||||
|
||||
/* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
|
||||
* user, so it's in standby), try to force the display to a resolution
|
||||
* that most closely matches the desired window size.
|
||||
*/
|
||||
if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
|
||||
if (display->num_display_modes == 0) {
|
||||
_this->GetDisplayModes(_this, display);
|
||||
/* We currently only handle a single window per display on iOS */
|
||||
if (window->next != NULL) {
|
||||
return SDL_SetError("Only one window allowed per display.");
|
||||
}
|
||||
|
||||
int i;
|
||||
const SDL_DisplayMode *bestmode = NULL;
|
||||
for (i = display->num_display_modes; i >= 0; i--) {
|
||||
const SDL_DisplayMode *mode = &display->display_modes[i];
|
||||
if ((mode->w >= window->w) && (mode->h >= window->h))
|
||||
bestmode = mode;
|
||||
}
|
||||
|
||||
if (bestmode) {
|
||||
SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)bestmode->driverdata;
|
||||
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
|
||||
|
||||
/* desktop_mode doesn't change here (the higher level will
|
||||
* use it to set all the screens back to their defaults
|
||||
* upon window destruction, SDL_Quit(), etc.
|
||||
*/
|
||||
display->current_mode = *bestmode;
|
||||
}
|
||||
}
|
||||
|
||||
if (data->uiscreen == [UIScreen mainScreen]) {
|
||||
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
|
||||
[UIApplication sharedApplication].statusBarHidden = YES;
|
||||
} else {
|
||||
[UIApplication sharedApplication].statusBarHidden = NO;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(window->flags & SDL_WINDOW_RESIZABLE)) {
|
||||
if (window->w > window->h) {
|
||||
if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
|
||||
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
|
||||
/* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
|
||||
* user, so it's in standby), try to force the display to a resolution
|
||||
* that most closely matches the desired window size.
|
||||
*/
|
||||
if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
|
||||
if (display->num_display_modes == 0) {
|
||||
_this->GetDisplayModes(_this, display);
|
||||
}
|
||||
} else if (window->w < window->h) {
|
||||
if (UIKit_IsDisplayLandscape(data->uiscreen)) {
|
||||
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
|
||||
|
||||
int i;
|
||||
const SDL_DisplayMode *bestmode = NULL;
|
||||
for (i = display->num_display_modes; i >= 0; i--) {
|
||||
const SDL_DisplayMode *mode = &display->display_modes[i];
|
||||
if ((mode->w >= window->w) && (mode->h >= window->h))
|
||||
bestmode = mode;
|
||||
}
|
||||
|
||||
if (bestmode) {
|
||||
SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)bestmode->driverdata;
|
||||
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
|
||||
|
||||
/* desktop_mode doesn't change here (the higher level will
|
||||
* use it to set all the screens back to their defaults
|
||||
* upon window destruction, SDL_Quit(), etc.
|
||||
*/
|
||||
display->current_mode = *bestmode;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* ignore the size user requested, and make a fullscreen window */
|
||||
/* !!! FIXME: can we have a smaller view? */
|
||||
SDL_uikitwindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data->uiscreen.bounds];
|
||||
if (data->uiscreen == [UIScreen mainScreen]) {
|
||||
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
|
||||
[UIApplication sharedApplication].statusBarHidden = YES;
|
||||
} else {
|
||||
[UIApplication sharedApplication].statusBarHidden = NO;
|
||||
}
|
||||
}
|
||||
|
||||
/* put the window on an external display if appropriate. This implicitly
|
||||
* does [uiwindow setframe:[uiscreen bounds]], so don't do it on the
|
||||
* main display, where we land by default, as that would eat the
|
||||
* status bar real estate.
|
||||
*/
|
||||
if (external) {
|
||||
[uiwindow setScreen:data->uiscreen];
|
||||
}
|
||||
if (!(window->flags & SDL_WINDOW_RESIZABLE)) {
|
||||
if (window->w > window->h) {
|
||||
if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
|
||||
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
|
||||
}
|
||||
} else if (window->w < window->h) {
|
||||
if (UIKit_IsDisplayLandscape(data->uiscreen)) {
|
||||
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
|
||||
[uiwindow release];
|
||||
return -1;
|
||||
/* ignore the size user requested, and make a fullscreen window */
|
||||
/* !!! FIXME: can we have a smaller view? */
|
||||
SDL_uikitwindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data->uiscreen.bounds];
|
||||
|
||||
/* put the window on an external display if appropriate. This implicitly
|
||||
* does [uiwindow setframe:[uiscreen bounds]], so don't do it on the
|
||||
* main display, where we land by default, as that would eat the
|
||||
* status bar real estate.
|
||||
*/
|
||||
if (external) {
|
||||
[uiwindow setScreen:data->uiscreen];
|
||||
}
|
||||
|
||||
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
|
||||
[uiwindow release];
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
|
@ -218,17 +220,21 @@ UIKit_CreateWindow(_THIS, SDL_Window *window)
|
|||
void
|
||||
UIKit_ShowWindow(_THIS, SDL_Window * window)
|
||||
{
|
||||
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
|
||||
@autoreleasepool {
|
||||
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
|
||||
|
||||
[uiwindow makeKeyAndVisible];
|
||||
[uiwindow makeKeyAndVisible];
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
UIKit_HideWindow(_THIS, SDL_Window * window)
|
||||
{
|
||||
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
|
||||
@autoreleasepool {
|
||||
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
|
||||
|
||||
uiwindow.hidden = YES;
|
||||
uiwindow.hidden = YES;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -286,13 +292,17 @@ UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
|
|||
void
|
||||
UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
|
||||
{
|
||||
UIKit_UpdateWindowBorder(_this, window);
|
||||
@autoreleasepool {
|
||||
UIKit_UpdateWindowBorder(_this, window);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
|
||||
{
|
||||
UIKit_UpdateWindowBorder(_this, window);
|
||||
@autoreleasepool {
|
||||
UIKit_UpdateWindowBorder(_this, window);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -300,27 +310,32 @@ UIKit_DestroyWindow(_THIS, SDL_Window * window)
|
|||
{
|
||||
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
|
||||
|
||||
if (data) {
|
||||
[data->viewcontroller release];
|
||||
[data->uiwindow release];
|
||||
SDL_free(data);
|
||||
@autoreleasepool {
|
||||
if (data) {
|
||||
[data->viewcontroller release];
|
||||
[data->uiwindow release];
|
||||
SDL_free(data);
|
||||
}
|
||||
}
|
||||
|
||||
window->driverdata = NULL;
|
||||
}
|
||||
|
||||
SDL_bool
|
||||
UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
|
||||
{
|
||||
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
|
||||
@autoreleasepool {
|
||||
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
|
||||
|
||||
if (info->version.major <= SDL_MAJOR_VERSION) {
|
||||
info->subsystem = SDL_SYSWM_UIKIT;
|
||||
info->info.uikit.window = uiwindow;
|
||||
return SDL_TRUE;
|
||||
} else {
|
||||
SDL_SetError("Application not compiled with SDL %d.%d\n",
|
||||
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
|
||||
return SDL_FALSE;
|
||||
if (info->version.major <= SDL_MAJOR_VERSION) {
|
||||
info->subsystem = SDL_SYSWM_UIKIT;
|
||||
info->info.uikit.window = uiwindow;
|
||||
return SDL_TRUE;
|
||||
} else {
|
||||
SDL_SetError("Application not compiled with SDL %d.%d\n",
|
||||
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
|
||||
return SDL_FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -333,7 +348,10 @@ SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callbac
|
|||
return SDL_SetError("Invalid window or view not set");
|
||||
}
|
||||
|
||||
[data->view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
|
||||
@autoreleasepool {
|
||||
[data->view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue