cocoaTouch/SDLOverrides/SDL_uikitopengles.m
changeset 2723 eaa6ac1e95ea
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2722:d891285e500f 2723:eaa6ac1e95ea
       
     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 	/* Look through all SO's for the proc symbol.  Here's why:
       
    37 	 -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator.
       
    38 	 -We don't know that the path won't change in the future.
       
    39 	 */
       
    40 	return SDL_LoadFunction(RTLD_DEFAULT, proc);
       
    41 }
       
    42 
       
    43 /*
       
    44  note that SDL_GL_Delete context makes it current without passing the window
       
    45  */
       
    46 int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) {
       
    47 	
       
    48 	if (context) {
       
    49 		SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
       
    50 		[data->view setCurrentContext];
       
    51 	}
       
    52 	else {
       
    53 		[EAGLContext setCurrentContext: nil];
       
    54 	}
       
    55 	
       
    56 	return 0;
       
    57 }
       
    58 
       
    59 int UIKit_GL_LoadLibrary(_THIS, const char *path) {
       
    60 	/* 
       
    61 	 shouldn't be passing a path into this function 
       
    62 	 why?  Because we've already loaded the library
       
    63 	 and because the SDK forbids loading an external SO
       
    64 	 */
       
    65 	if (path != NULL) {
       
    66 		SDL_SetError("iPhone GL Load Library just here for compatibility");
       
    67 		return -1;
       
    68 	}
       
    69 	return 0;
       
    70 }
       
    71 
       
    72 void UIKit_GL_SwapWindow(_THIS, SDL_Window * window) {
       
    73 	
       
    74 	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
       
    75 	
       
    76 	if (nil == data->view) {
       
    77 		return;
       
    78 	}
       
    79 	[data->view swapBuffers];
       
    80 	/* since now we've got something to draw
       
    81 	 make the window visible */
       
    82 	[data->uiwindow makeKeyAndVisible];
       
    83 	
       
    84 	/* we need to let the event cycle run, or the OS won't update the OpenGL view! */
       
    85 	SDL_PumpEvents();
       
    86 	
       
    87 }
       
    88 
       
    89 SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window) {
       
    90 	
       
    91 	SDL_uikitopenglview *view;
       
    92 	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
       
    93 	
       
    94 	/* construct our view, passing in SDL's OpenGL configuration data */
       
    95 	view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
       
    96 					    retainBacking: _this->gl_config.retained_backing \
       
    97 						    rBits: _this->gl_config.red_size \
       
    98 						    gBits: _this->gl_config.green_size \
       
    99 						    bBits: _this->gl_config.blue_size \
       
   100 						    aBits: _this->gl_config.alpha_size \
       
   101 						depthBits: _this->gl_config.depth_size ];
       
   102 	
       
   103 	data->view = view;
       
   104 	view.tag = 54321;
       
   105 	// rotate view
       
   106 	[view setTransform:CGAffineTransformMakeRotation(M_PI/2.0f)];
       
   107 	/* add the view to our window */
       
   108 	[data->uiwindow addSubview: view];
       
   109 	
       
   110 	/* Don't worry, the window retained the view */
       
   111 	[view release];
       
   112 	
       
   113 	if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) {
       
   114 		UIKit_GL_DeleteContext(_this, view);
       
   115 		return NULL;
       
   116 	}
       
   117 	
       
   118 	return view;
       
   119 }
       
   120 
       
   121 void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) {
       
   122 	/* the delegate has retained the view, this will release him */
       
   123 	SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
       
   124 	/* this will also delete it */
       
   125 	[view removeFromSuperview];
       
   126 	
       
   127 	return;
       
   128 }