cocoaTouch/SDLOverrides/SDL_uikitopengles.m
changeset 2692 ce9992075118
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2691:c0da3a98c01c 2692:ce9992075118
       
     1 /*
       
     2  SDL - Simple DirectMedia Layer
       
     3  Copyright (C) 1997-2009 Sam Lantinga
       
     4  
       
     5  This library is free software; you can redistribute it and/or
       
     6  modify it under the terms of the GNU Lesser General Public
       
     7  License as published by the Free Software Foundation; either
       
     8  version 2.1 of the License, or (at your option) any later version.
       
     9  
       
    10  This library is distributed in the hope that it will be useful,
       
    11  but WITHOUT ANY WARRANTY; without even the implied warranty of
       
    12  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
       
    13  Lesser General Public License for more details.
       
    14  
       
    15  You should have received a copy of the GNU Lesser General Public
       
    16  License along with this library; if not, write to the Free Software
       
    17  Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
       
    18  
       
    19  Sam Lantinga
       
    20  slouken@libsdl.org
       
    21  */
       
    22 
       
    23 #include "SDL_uikitopengles.h"
       
    24 #include "SDL_uikitopenglview.h"
       
    25 #include "SDL_uikitappdelegate.h"
       
    26 #include "SDL_uikitwindow.h"
       
    27 #include "jumphack.h"
       
    28 #include "SDL_sysvideo.h"
       
    29 #include "SDL_loadso.h"
       
    30 #include <dlfcn.h>
       
    31 
       
    32 static int UIKit_GL_Initialize(_THIS);
       
    33 
       
    34 void *
       
    35 UIKit_GL_GetProcAddress(_THIS, const char *proc)
       
    36 {	
       
    37 	/* Look through all SO's for the proc symbol.  Here's why:
       
    38 	   -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
       
    39 	   -We don't know that the path won't change in the future.
       
    40 	*/
       
    41     return SDL_LoadFunction(RTLD_DEFAULT, proc);
       
    42 }
       
    43 
       
    44 /*
       
    45 	note that SDL_GL_Delete context makes it current without passing the window
       
    46 */
       
    47 int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
       
    48 {
       
    49 	
       
    50 	if (context) {
       
    51 		SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
       
    52 		[data->view setCurrentContext];
       
    53 	}
       
    54 	else {
       
    55 		[EAGLContext setCurrentContext: nil];
       
    56 	}
       
    57 		
       
    58     return 0;
       
    59 }
       
    60 
       
    61 int
       
    62 UIKit_GL_LoadLibrary(_THIS, const char *path)
       
    63 {
       
    64 	/* 
       
    65 		shouldn't be passing a path into this function 
       
    66 		why?  Because we've already loaded the library
       
    67 		and because the SDK forbids loading an external SO
       
    68 	*/
       
    69     if (path != NULL) {
       
    70 		SDL_SetError("iPhone GL Load Library just here for compatibility");
       
    71 		return -1;
       
    72     }
       
    73     return 0;
       
    74 }
       
    75 
       
    76 
       
    77 void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
       
    78 {
       
    79 
       
    80 	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
       
    81 	
       
    82 	if (nil == data->view) {
       
    83 		return;
       
    84 	}
       
    85 	[data->view swapBuffers];
       
    86 	/* since now we've got something to draw
       
    87 	   make the window visible */
       
    88 	[data->uiwindow makeKeyAndVisible];
       
    89 
       
    90 	/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
       
    91 	SDL_PumpEvents();
       
    92 	
       
    93 }
       
    94 
       
    95 SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
       
    96 {
       
    97 	
       
    98 	SDL_uikitopenglview *view;
       
    99 
       
   100 	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
       
   101 	
       
   102 	/* construct our view, passing in SDL's OpenGL configuration data */
       
   103 	view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
       
   104 									retainBacking: _this->gl_config.retained_backing \
       
   105 									rBits: _this->gl_config.red_size \
       
   106 									gBits: _this->gl_config.green_size \
       
   107 									bBits: _this->gl_config.blue_size \
       
   108 									aBits: _this->gl_config.alpha_size \
       
   109 									depthBits: _this->gl_config.depth_size];
       
   110 	
       
   111 	// add a tag to be able to remove from superview once finished
       
   112 	view.tag = 54867;
       
   113 	data->view = view;
       
   114 	
       
   115 	/* add the view to our window */
       
   116 	[data->uiwindow addSubview: view ];
       
   117 	
       
   118 	/* Don't worry, the window retained the view */
       
   119 	[view release];
       
   120 	
       
   121 	if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
       
   122         UIKit_GL_DeleteContext(_this, view);
       
   123         return NULL;
       
   124     }
       
   125 		
       
   126 	return view;
       
   127 }
       
   128 
       
   129 void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
       
   130 {
       
   131 	/* the delegate has retained the view, this will release him */
       
   132 	SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
       
   133 	/* this will also delete it */
       
   134 	[view removeFromSuperview];
       
   135 	
       
   136 	return;
       
   137 }
       
   138 
       
   139