Fixed bug 4882 - Fix build for iOS when disabling OpenGL
Aaron Barany Since OpenGL is deprecated on iOS, it is advantageous to be able to remove all OpenGL related code when building SDL for iOS. This patch adds the necessary #if checks to compile in this case.
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b7576025e3
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@ -65,7 +65,9 @@ UIKit_PumpEvents(_THIS)
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} while(result == kCFRunLoopRunHandledSource);
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/* See the comment in the function definition. */
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#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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UIKit_GL_RestoreCurrentContext();
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#endif
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}
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#endif /* SDL_VIDEO_DRIVER_UIKIT */
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@ -21,6 +21,8 @@
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#ifndef SDL_uikitopengles_
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#define SDL_uikitopengles_
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#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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#include "../SDL_sysvideo.h"
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extern int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window,
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@ -35,6 +37,8 @@ extern int UIKit_GL_LoadLibrary(_THIS, const char *path);
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extern void UIKit_GL_RestoreCurrentContext(void);
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#endif // SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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#endif /* SDL_uikitopengles_ */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -20,7 +20,7 @@
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_UIKIT
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#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2)
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#include "SDL_uikitopengles.h"
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#import "SDL_uikitopenglview.h"
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@ -19,6 +19,8 @@
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3. This notice may not be removed or altered from any source distribution.
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*/
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#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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#import <UIKit/UIKit.h>
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#import <OpenGLES/EAGL.h>
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#import <OpenGLES/ES3/gl.h>
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@ -57,4 +59,6 @@
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@end
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#endif // SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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/* vi: set ts=4 sw=4 expandtab: */
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@ -20,7 +20,7 @@
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_UIKIT
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#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2)
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#include <OpenGLES/EAGLDrawable.h>
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#include <OpenGLES/ES2/glext.h>
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@ -116,6 +116,7 @@ UIKit_CreateDevice(int devindex)
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device->HasClipboardText = UIKit_HasClipboardText;
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/* OpenGL (ES) functions */
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#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
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device->GL_GetDrawableSize = UIKit_GL_GetDrawableSize;
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device->GL_SwapWindow = UIKit_GL_SwapWindow;
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@ -123,6 +124,7 @@ UIKit_CreateDevice(int devindex)
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device->GL_DeleteContext = UIKit_GL_DeleteContext;
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device->GL_GetProcAddress = UIKit_GL_GetProcAddress;
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device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
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#endif
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device->free = UIKit_DeleteDevice;
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#if SDL_VIDEO_VULKAN
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@ -180,7 +180,9 @@ SDL_HideHomeIndicatorHintChanged(void *userdata, const char *name, const char *o
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/* Don't run the game loop while a messagebox is up */
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if (!UIKit_ShowingMessageBox()) {
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/* See the comment in the function definition. */
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#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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UIKit_GL_RestoreCurrentContext();
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#endif
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animationCallback(animationCallbackParam);
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}
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@ -364,12 +364,16 @@ UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
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/* These struct members were added in SDL 2.0.4. */
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if (versionnum >= SDL_VERSIONNUM(2,0,4)) {
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#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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if ([data.viewcontroller.view isKindOfClass:[SDL_uikitopenglview class]]) {
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SDL_uikitopenglview *glview = (SDL_uikitopenglview *)data.viewcontroller.view;
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info->info.uikit.framebuffer = glview.drawableFramebuffer;
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info->info.uikit.colorbuffer = glview.drawableRenderbuffer;
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info->info.uikit.resolveFramebuffer = glview.msaaResolveFramebuffer;
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} else {
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#else
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{
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#endif
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info->info.uikit.framebuffer = 0;
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info->info.uikit.colorbuffer = 0;
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info->info.uikit.resolveFramebuffer = 0;
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