Atlas - SDL_uikitmetalview.m

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1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2025 Sam Lantinga <[email protected]> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20 */ 21 22/* 23 * @author Mark Callow, www.edgewise-consulting.com. 24 * 25 * Thanks to @slime73 on GitHub for their gist showing how to add a CAMetalLayer 26 * backed view. 27 */ 28 29#include "SDL_internal.h" 30 31#if defined(SDL_VIDEO_DRIVER_UIKIT) && (defined(SDL_VIDEO_VULKAN) || defined(SDL_VIDEO_METAL)) 32 33#include "../SDL_sysvideo.h" 34#include "../../events/SDL_windowevents_c.h" 35 36#import "SDL_uikitwindow.h" 37#import "SDL_uikitmetalview.h" 38 39@implementation SDL_uikitmetalview 40 41// Returns a Metal-compatible layer. 42+ (Class)layerClass 43{ 44 return [CAMetalLayer class]; 45} 46 47- (instancetype)initWithFrame:(CGRect)frame 48 scale:(CGFloat)scale 49{ 50 if ((self = [super initWithFrame:frame])) { 51 self.tag = SDL_METALVIEW_TAG; 52 self.layer.contentsScale = scale; 53 [self updateDrawableSize]; 54 } 55 56 return self; 57} 58 59// Set the size of the metal drawables when the view is resized. 60- (void)layoutSubviews 61{ 62 [super layoutSubviews]; 63 [self updateDrawableSize]; 64} 65 66- (void)updateDrawableSize 67{ 68 CGSize size = self.bounds.size; 69 size.width *= self.layer.contentsScale; 70 size.height *= self.layer.contentsScale; 71 72 CAMetalLayer *metallayer = ((CAMetalLayer *)self.layer); 73 if (metallayer.drawableSize.width != size.width || 74 metallayer.drawableSize.height != size.height) { 75 metallayer.drawableSize = size; 76 SDL_SendWindowEvent([self getSDLWindow], SDL_EVENT_WINDOW_METAL_VIEW_RESIZED, 0, 0); 77 } 78} 79 80@end 81 82SDL_MetalView UIKit_Metal_CreateView(SDL_VideoDevice *_this, SDL_Window *window) 83{ 84 @autoreleasepool { 85 SDL_UIKitWindowData *data = (__bridge SDL_UIKitWindowData *)window->internal; 86 CGFloat scale = 1.0; 87 SDL_uikitmetalview *metalview; 88 89 if (window->flags & SDL_WINDOW_HIGH_PIXEL_DENSITY) { 90 /* Set the scale to the natural scale factor of the screen - then 91 * the backing dimensions of the Metal view will match the pixel 92 * dimensions of the screen rather than the dimensions in points 93 * yielding high resolution on retine displays. 94 */ 95#ifndef SDL_PLATFORM_VISIONOS 96 scale = data.uiwindow.screen.nativeScale; 97#else 98 // VisionOS doesn't use the concept of "nativeScale" like other iOS devices. 99 // We use a fixed scale factor of 2.0 to achieve better pixel density. 100 // This is because VisionOS presents a virtual 1280x720 "screen", but we need 101 // to render at a higher resolution for optimal visual quality. 102 // TODO: Consider making this configurable or determining it dynamically 103 // based on the specific visionOS device capabilities. 104 scale = 2.0; 105#endif 106 } 107 108 metalview = [[SDL_uikitmetalview alloc] initWithFrame:data.uiwindow.bounds 109 scale:scale]; 110 if (metalview == nil) { 111 SDL_OutOfMemory(); 112 return NULL; 113 } 114 115 [metalview setSDLWindow:window]; 116 117 return (void *)CFBridgingRetain(metalview); 118 } 119} 120 121void UIKit_Metal_DestroyView(SDL_VideoDevice *_this, SDL_MetalView view) 122{ 123 @autoreleasepool { 124 SDL_uikitmetalview *metalview = CFBridgingRelease(view); 125 126 if ([metalview isKindOfClass:[SDL_uikitmetalview class]]) { 127 [metalview setSDLWindow:NULL]; 128 } 129 } 130} 131 132void *UIKit_Metal_GetLayer(SDL_VideoDevice *_this, SDL_MetalView view) 133{ 134 @autoreleasepool { 135 SDL_uikitview *uiview = (__bridge SDL_uikitview *)view; 136 return (__bridge void *)uiview.layer; 137 } 138} 139 140#endif // SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_VULKAN || SDL_VIDEO_METAL) 141
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