cocoaTouch/SDLOverrides/SDL_uikitwindow.m
author unc0rr
Wed, 31 Mar 2010 17:40:46 +0000
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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, mods for Hedgewars by Vittorio Giovara
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 slouken@libsdl.org, vittorio.giovara@gmail.com
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 */
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#include "SDL_config.h"
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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#include "SDL_uikitvideo.h"
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#include "SDL_uikitevents.h"
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#include "SDL_uikitwindow.h"
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#import "SDL_uikitappdelegate.h"
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#import "SDL_uikitopenglview.h"
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#import "SDL_renderer_sw.h"
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#include <UIKit/UIKit.h>
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#include <Foundation/Foundation.h>
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static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) {
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	SDL_WindowData *data;
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	/* Allocate the window data */
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	data = (SDL_WindowData *)SDL_malloc(sizeof(*data));
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	if (!data) {
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		SDL_OutOfMemory();
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		return -1;
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	}
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	data->window = window;
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	data->uiwindow = uiwindow;
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	data->view = nil;
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	/* Fill in the SDL window with the window data */
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	{
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		window->x = 0;
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		window->y = 0;
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		window->w = (int)uiwindow.frame.size.width;
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		window->h = (int)uiwindow.frame.size.height;
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	}
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	window->driverdata = data;
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	window->flags &= ~SDL_WINDOW_RESIZABLE;		/* window is NEVER resizeable */
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	window->flags |= SDL_WINDOW_OPENGL;			/* window is always OpenGL */
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	window->flags |= SDL_WINDOW_FULLSCREEN;		/* window is always fullscreen */
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	window->flags |= SDL_WINDOW_SHOWN;			/* only one window on iPod touch, always shown */
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	window->flags |= SDL_WINDOW_INPUT_FOCUS;	/* always has input focus */	
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	/* SDL_WINDOW_BORDERLESS controls whether status bar is hidden */
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	if (window->flags & SDL_WINDOW_BORDERLESS) {
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		[UIApplication sharedApplication].statusBarHidden = YES;
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	}
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	else {
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		[UIApplication sharedApplication].statusBarHidden = NO;
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	}
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	return 0;
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}
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int UIKit_CreateWindow(_THIS, SDL_Window *window) {
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	/* We currently only handle single window applications on iPhone 
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	if (nil != [SDLUIKitDelegate sharedAppDelegate].window) {
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		SDL_SetError("Window already exists, no multi-window support.");
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		return -1;
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	}*/
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	// ignore the size user requested, and make a fullscreen window 
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	//UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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	// since we handle the window with a NIB, we don't need the initialization above
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	if (SetupWindowData(_this, window, [SDLUIKitDelegate sharedAppDelegate].uiwindow, SDL_TRUE) < 0) {
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		SDL_SetError("SetupWindowData() failed");
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		//[uiwindow release];
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		return -1;
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	}	
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	// This saves the main window in the app delegate so event callbacks can do stuff on the window.
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	// This assumes a single window application design and needs to be fixed for multiple windows.
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	[SDLUIKitDelegate sharedAppDelegate].window = window;
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	//[SDLUIKitDelegate sharedAppDelegate].uiwindow = uiwindow;
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	//[uiwindow release]; /* release the window (the app delegate has retained it) */
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	return 1;
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}
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void UIKit_DestroyWindow(_THIS, SDL_Window * window) {
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	/* don't worry, the delegate will automatically release the window */
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	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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	if (data) {
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		SDL_free( window->driverdata );
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	}
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	/* this will also destroy the window */
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	[SDLUIKitDelegate sharedAppDelegate].window = NULL;
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	//[SDLUIKitDelegate sharedAppDelegate].uiwindow = nil;
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}
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/* vi: set ts=4 sw=4 expandtab: */