Atlas - SDL_uikitopengles.m
Home / ext / SDL2 / src / video / uikit Lines: 1 | Size: 8859 bytes [Download] [Show on GitHub] [Search similar files] [Raw] [Raw (proxy)][FILE BEGIN]1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2018 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#include "../../SDL_internal.h" 22 23#if SDL_VIDEO_DRIVER_UIKIT 24 25#include "SDL_uikitopengles.h" 26#import "SDL_uikitopenglview.h" 27#include "SDL_uikitmodes.h" 28#include "SDL_uikitwindow.h" 29#include "SDL_uikitevents.h" 30#include "../SDL_sysvideo.h" 31#include "../../events/SDL_keyboard_c.h" 32#include "../../events/SDL_mouse_c.h" 33#include "../../power/uikit/SDL_syspower.h" 34#include "SDL_loadso.h" 35#include <dlfcn.h> 36 37@interface SDLEAGLContext : EAGLContext 38 39/* The OpenGL ES context owns a view / drawable. */ 40@property (nonatomic, strong) SDL_uikitopenglview *sdlView; 41 42@end 43 44@implementation SDLEAGLContext 45 46- (void)dealloc 47{ 48 /* When the context is deallocated, its view should be removed from any 49 * SDL window that it's attached to. */ 50 [self.sdlView setSDLWindow:NULL]; 51} 52 53@end 54 55void * 56UIKit_GL_GetProcAddress(_THIS, const char *proc) 57{ 58 /* Look through all SO's for the proc symbol. Here's why: 59 * -Looking for the path to the OpenGL Library seems not to work in the iOS Simulator. 60 * -We don't know that the path won't change in the future. */ 61 return dlsym(RTLD_DEFAULT, proc); 62} 63 64/* 65 note that SDL_GL_DeleteContext makes it current without passing the window 66*/ 67int 68UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) 69{ 70 @autoreleasepool { 71 SDLEAGLContext *eaglcontext = (__bridge SDLEAGLContext *) context; 72 73 if (![EAGLContext setCurrentContext:eaglcontext]) { 74 return SDL_SetError("Could not make EAGL context current"); 75 } 76 77 if (eaglcontext) { 78 [eaglcontext.sdlView setSDLWindow:window]; 79 } 80 } 81 82 return 0; 83} 84 85void 86UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h) 87{ 88 @autoreleasepool { 89 SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata; 90 UIView *view = data.viewcontroller.view; 91 if ([view isKindOfClass:[SDL_uikitopenglview class]]) { 92 SDL_uikitopenglview *glview = (SDL_uikitopenglview *) view; 93 if (w) { 94 *w = glview.backingWidth; 95 } 96 if (h) { 97 *h = glview.backingHeight; 98 } 99 } 100 } 101} 102 103int 104UIKit_GL_LoadLibrary(_THIS, const char *path) 105{ 106 /* We shouldn't pass a path to this function, since we've already loaded the 107 * library. */ 108 if (path != NULL) { 109 return SDL_SetError("iOS GL Load Library just here for compatibility"); 110 } 111 return 0; 112} 113 114int UIKit_GL_SwapWindow(_THIS, SDL_Window * window) 115{ 116 @autoreleasepool { 117 SDLEAGLContext *context = (__bridge SDLEAGLContext *) SDL_GL_GetCurrentContext(); 118 119#if SDL_POWER_UIKIT 120 /* Check once a frame to see if we should turn off the battery monitor. */ 121 SDL_UIKit_UpdateBatteryMonitoring(); 122#endif 123 124 [context.sdlView swapBuffers]; 125 126 /* You need to pump events in order for the OS to make changes visible. 127 * We don't pump events here because we don't want iOS application events 128 * (low memory, terminate, etc.) to happen inside low level rendering. */ 129 } 130 return 0; 131} 132 133SDL_GLContext 134UIKit_GL_CreateContext(_THIS, SDL_Window * window) 135{ 136 @autoreleasepool { 137 SDLEAGLContext *context = nil; 138 SDL_uikitopenglview *view; 139 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata; 140 CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen); 141 EAGLSharegroup *sharegroup = nil; 142 CGFloat scale = 1.0; 143 int samples = 0; 144 int major = _this->gl_config.major_version; 145 int minor = _this->gl_config.minor_version; 146 147 /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES 148 * versions. */ 149 EAGLRenderingAPI api = major; 150 151 /* iOS currently doesn't support GLES >3.0. iOS 6 also only supports up 152 * to GLES 2.0. */ 153 if (major > 3 || (major == 3 && (minor > 0 || !UIKit_IsSystemVersionAtLeast(7.0)))) { 154 SDL_SetError("OpenGL ES %d.%d context could not be created", major, minor); 155 return NULL; 156 } 157 158 if (_this->gl_config.multisamplebuffers > 0) { 159 samples = _this->gl_config.multisamplesamples; 160 } 161 162 if (_this->gl_config.share_with_current_context) { 163 EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext(); 164 sharegroup = context.sharegroup; 165 } 166 167 if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) { 168 /* Set the scale to the natural scale factor of the screen - the 169 * backing dimensions of the OpenGL view will match the pixel 170 * dimensions of the screen rather than the dimensions in points. */ 171#ifdef __IPHONE_8_0 172 if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) { 173 scale = data.uiwindow.screen.nativeScale; 174 } else 175#endif 176 { 177 scale = data.uiwindow.screen.scale; 178 } 179 } 180 181 context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup]; 182 if (!context) { 183 SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version); 184 return NULL; 185 } 186 187 /* construct our view, passing in SDL's OpenGL configuration data */ 188 view = [[SDL_uikitopenglview alloc] initWithFrame:frame 189 scale:scale 190 retainBacking:_this->gl_config.retained_backing 191 rBits:_this->gl_config.red_size 192 gBits:_this->gl_config.green_size 193 bBits:_this->gl_config.blue_size 194 aBits:_this->gl_config.alpha_size 195 depthBits:_this->gl_config.depth_size 196 stencilBits:_this->gl_config.stencil_size 197 sRGB:_this->gl_config.framebuffer_srgb_capable 198 multisamples:samples 199 context:context]; 200 201 if (!view) { 202 return NULL; 203 } 204 205 /* The context owns the view / drawable. */ 206 context.sdlView = view; 207 208 if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) { 209 UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context)); 210 return NULL; 211 } 212 213 /* We return a +1'd context. The window's driverdata owns the view (via 214 * MakeCurrent.) */ 215 return (SDL_GLContext) CFBridgingRetain(context); 216 } 217} 218 219void 220UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) 221{ 222 @autoreleasepool { 223 /* The context was retained in SDL_GL_CreateContext, so we release it 224 * here. The context's view will be detached from its window when the 225 * context is deallocated. */ 226 CFRelease(context); 227 } 228} 229 230void 231UIKit_GL_RestoreCurrentContext(void) 232{ 233 @autoreleasepool { 234 /* Some iOS system functionality (such as Dictation on the on-screen 235 keyboard) uses its own OpenGL ES context but doesn't restore the 236 previous one when it's done. This is a workaround to make sure the 237 expected SDL-created OpenGL ES context is active after the OS is 238 finished running its own code for the frame. If this isn't done, the 239 app may crash or have other nasty symptoms when Dictation is used. 240 */ 241 EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext(); 242 if (context != NULL && [EAGLContext currentContext] != context) { 243 [EAGLContext setCurrentContext:context]; 244 } 245 } 246} 247 248#endif /* SDL_VIDEO_DRIVER_UIKIT */ 249 250/* vi: set ts=4 sw=4 expandtab: */ 251[FILE END](C) 2025 0x4248 (C) 2025 4248 Media and 4248 Systems, All part of 0x4248 See LICENCE files for more information. Not all files are by 0x4248 always check Licencing.