cocoaTouch/SDLOverrides/SDL_uikitopengles.m
author koda
Sat, 23 Jan 2010 21:57:24 +0000
changeset 2702 48fc46a922fd
parent 2692 ce9992075118
permissions -rw-r--r--
rewrite gamesetup to use less memory, rename effects to sound plus some nice actions, settings work in game again
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/*
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 SDL - Simple DirectMedia Layer
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 Copyright (C) 1997-2009 Sam Lantinga
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 This library is free software; you can redistribute it and/or
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 modify it under the terms of the GNU Lesser General Public
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 License as published by the Free Software Foundation; either
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 version 2.1 of the License, or (at your option) any later version.
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 This library is distributed in the hope that it will be useful,
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 but WITHOUT ANY WARRANTY; without even the implied warranty of
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 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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 Lesser General Public License for more details.
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 You should have received a copy of the GNU Lesser General Public
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 License along with this library; if not, write to the Free Software
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 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 Sam Lantinga
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 slouken@libsdl.org
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 */
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#include "SDL_uikitopengles.h"
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#include "SDL_uikitopenglview.h"
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#include "SDL_uikitappdelegate.h"
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#include "SDL_uikitwindow.h"
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#include "jumphack.h"
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#include "SDL_sysvideo.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 iPhone Simulator.
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	   -We don't know that the path won't change in the future.
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	*/
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    return SDL_LoadFunction(RTLD_DEFAULT, proc);
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}
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/*
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	note that SDL_GL_Delete context makes it current without passing the window
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*/
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int 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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	}
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    return 0;
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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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	/* 
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		shouldn't be passing a path into this function 
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		why?  Because we've already loaded the library
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		and because the SDK forbids loading an external SO
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	*/
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    if (path != NULL) {
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		SDL_SetError("iPhone GL Load Library just here for compatibility");
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		return -1;
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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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	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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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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	/* since now we've got something to draw
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	   make the window visible */
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	[data->uiwindow makeKeyAndVisible];
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	/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
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	SDL_PumpEvents();
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}
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SDL_GLContext 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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	/* construct our view, passing in SDL's OpenGL configuration data */
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	view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
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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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	// add a tag to be able to remove from superview once finished
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	view.tag = 54867;
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	data->view = view;
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	/* add the view to our window */
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	[data->uiwindow addSubview: view ];
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	/* Don't worry, the window retained the view */
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	[view release];
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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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	return view;
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}
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void 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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	/* this will also delete it */
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	[view removeFromSuperview];
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	return;
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}
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