mirror of
https://github.com/encounter/SDL.git
synced 2025-05-26 01:01:27 +00:00
- Added new custom launch screen code. It uses the launch screen nib when available on iOS 8+, the launch images dictionary if the launch screen nib isn't available, and the old standard image names if the launch image dictionary isn't in the plist. The launch screen is now hidden during the first call to SDL_PumpEvents rather than SDL_CreateWindow so apps can have the launch screen still visible if they do time-consuming loading after creating their window. It also fades out in roughly the same way as the system launch screen behavior. It can be disabled by setting the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h to 0. - A blank UIView is now created and displayed when the window is first created. The old behavior was to defer creating any view until SDL_GL_CreateContext, which prevented rotation, touch events, and other windowing-related things from working until then. This also makes it easier to use SDL_GetWindowWMInfo after creating a window. - Moved the keyboard and animation callback code from SDL's UIView subclasses to its UIViewController subclass, which lets them work properly in all cases when a SDL window is valid, even before SDL_GL_CreateContext is called and after SDL_GL_DeleteContext is called. - SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext are more robust. - Fixed some edge cases where SDL windows weren't rotating properly or their reported sizes were out of sync with their actual sizes. - Removed all calls to [UIApplication setStatusBarOrientation:]. It doesn't seem to work as expected in all cases in recent iOS versions. - Some code style cleanup.
231 lines
7.7 KiB
Objective-C
231 lines
7.7 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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#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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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 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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void 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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}
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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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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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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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#ifdef __IPHONE_8_0
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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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#endif
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{
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scale = data.uiwindow.screen.scale;
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}
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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:sharegroup];
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if (!view) {
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return NULL;
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}
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SDLEAGLContext *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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/* 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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/* Transfer ownership the +1'd context to ARC. */
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SDLEAGLContext *eaglcontext = (SDLEAGLContext *) CFBridgingRelease(context);
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/* Detach the context's view from its window. */
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[eaglcontext.sdlView setSDLWindow:NULL];
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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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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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return glview.drawableRenderbuffer;
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}
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}
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SDL_SetError("Window does not have an attached OpenGL view");
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return 0;
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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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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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return glview.drawableFramebuffer;
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}
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}
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SDL_SetError("Window does not have an attached OpenGL view");
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return 0;
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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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