Added missing autorelease pool blocks in UIKit backend code. Fixes memory leak issues, especially in SDL_video.

main
Alex Szpakowski 2014-07-29 00:36:12 -03:00
parent 31257842ec
commit caad673f06
6 changed files with 322 additions and 269 deletions

View File

@ -90,13 +90,15 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
joystick->nballs = 0;
joystick->nbuttons = 0;
if (motionManager == nil) {
motionManager = [[CMMotionManager alloc] init];
}
@autoreleasepool {
if (motionManager == nil) {
motionManager = [[CMMotionManager alloc] init];
}
/* Shorter times between updates can significantly increase CPU usage. */
motionManager.accelerometerUpdateInterval = 0.1;
[motionManager startAccelerometerUpdates];
/* Shorter times between updates can significantly increase CPU usage. */
motionManager.accelerometerUpdateInterval = 0.1;
[motionManager startAccelerometerUpdates];
}
return 0;
}
@ -113,11 +115,13 @@ static void SDL_SYS_AccelerometerUpdate(SDL_Joystick * joystick)
const SInt16 maxsint16 = 0x7FFF;
CMAcceleration accel;
if (!motionManager.accelerometerActive) {
return;
}
@autoreleasepool {
if (!motionManager.accelerometerActive) {
return;
}
accel = [[motionManager accelerometerData] acceleration];
accel = motionManager.accelerometerData.acceleration;
}
/*
Convert accelerometer data from floating point to Sint16, which is what
@ -161,7 +165,9 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
[motionManager stopAccelerometerUpdates];
@autoreleasepool {
[motionManager stopAccelerometerUpdates];
}
joystick->closed = 1;
}
@ -169,9 +175,11 @@ SDL_SYS_JoystickClose(SDL_Joystick * joystick)
void
SDL_SYS_JoystickQuit(void)
{
if (motionManager != nil) {
[motionManager release];
motionManager = nil;
@autoreleasepool {
if (motionManager != nil) {
[motionManager release];
motionManager = nil;
}
}
numjoysticks = 0;

View File

@ -50,24 +50,24 @@ SDL_UIKit_UpdateBatteryMonitoring(void)
SDL_bool
SDL_GetPowerInfo_UIKit(SDL_PowerState * state, int *seconds, int *percent)
{
UIDevice *uidev = [UIDevice currentDevice];
@autoreleasepool {
UIDevice *uidev = [UIDevice currentDevice];
if (!SDL_UIKitLastPowerInfoQuery) {
SDL_assert([uidev isBatteryMonitoringEnabled] == NO);
[uidev setBatteryMonitoringEnabled:YES];
}
if (!SDL_UIKitLastPowerInfoQuery) {
SDL_assert(uidev.isBatteryMonitoringEnabled == NO);
uidev.batteryMonitoringEnabled = YES;
}
/* UIKit_GL_SwapWindow() (etc) will check this and disable the battery
* monitoring if the app hasn't queried it in the last X seconds.
* Apparently monitoring the battery burns battery life. :)
* Apple's docs say not to monitor the battery unless you need it.
*/
SDL_UIKitLastPowerInfoQuery = SDL_GetTicks();
/* UIKit_GL_SwapWindow() (etc) will check this and disable the battery
* monitoring if the app hasn't queried it in the last X seconds.
* Apparently monitoring the battery burns battery life. :)
* Apple's docs say not to monitor the battery unless you need it.
*/
SDL_UIKitLastPowerInfoQuery = SDL_GetTicks();
*seconds = -1; /* no API to estimate this in UIKit. */
*seconds = -1; /* no API to estimate this in UIKit. */
switch ([uidev batteryState])
{
switch (uidev.batteryState) {
case UIDeviceBatteryStateCharging:
*state = SDL_POWERSTATE_CHARGING;
break;
@ -84,11 +84,12 @@ SDL_GetPowerInfo_UIKit(SDL_PowerState * state, int *seconds, int *percent)
default:
*state = SDL_POWERSTATE_UNKNOWN;
break;
}
}
const float level = [uidev batteryLevel];
*percent = ( (level < 0.0f) ? -1 : ((int) ((level * 100) + 0.5f)) );
return SDL_TRUE; /* always the definitive answer on iOS. */
const float level = uidev.batteryLevel;
*percent = ( (level < 0.0f) ? -1 : ((int) ((level * 100) + 0.5f)) );
return SDL_TRUE; /* always the definitive answer on iOS. */
}
}
#endif /* SDL_POWER_UIKIT */

View File

@ -159,9 +159,11 @@ UIKit_IsDisplayLandscape(UIScreen *uiscreen)
int
UIKit_InitModes(_THIS)
{
for (UIScreen *uiscreen in [UIScreen screens]) {
if (UIKit_AddDisplay(uiscreen) < 0) {
return -1;
@autoreleasepool {
for (UIScreen *uiscreen in [UIScreen screens]) {
if (UIKit_AddDisplay(uiscreen) < 0) {
return -1;
}
}
}
@ -173,26 +175,28 @@ UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
{
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
SDL_bool isLandscape = UIKit_IsDisplayLandscape(data->uiscreen);
SDL_bool addRotation = (data->uiscreen == [UIScreen mainScreen]);
CGFloat scale = data->uiscreen.scale;
@autoreleasepool {
SDL_bool isLandscape = UIKit_IsDisplayLandscape(data->uiscreen);
SDL_bool addRotation = (data->uiscreen == [UIScreen mainScreen]);
CGFloat scale = data->uiscreen.scale;
for (UIScreenMode *uimode in [data->uiscreen availableModes]) {
/* The size of a UIScreenMode is in pixels, but we deal exclusively in
* points (except in SDL_GL_GetDrawableSize.) */
CGSize size = [uimode size];
int w = (int)(size.width / scale);
int h = (int)(size.height / scale);
for (UIScreenMode *uimode in [data->uiscreen availableModes]) {
/* The size of a UIScreenMode is in pixels, but we deal exclusively in
* points (except in SDL_GL_GetDrawableSize.) */
CGSize size = [uimode size];
int w = (int)(size.width / scale);
int h = (int)(size.height / scale);
/* Make sure the width/height are oriented correctly */
if (isLandscape != (w > h)) {
int tmp = w;
w = h;
h = tmp;
/* Make sure the width/height are oriented correctly */
if (isLandscape != (w > h)) {
int tmp = w;
w = h;
h = tmp;
}
/* Add the native screen resolution. */
UIKit_AddDisplayMode(display, w, h, uimode, addRotation);
}
/* Add the native screen resolution. */
UIKit_AddDisplayMode(display, w, h, uimode, addRotation);
}
}
@ -202,16 +206,18 @@ UIKit_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)mode->driverdata;
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
@autoreleasepool {
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
if (data->uiscreen == [UIScreen mainScreen]) {
if (mode->w > mode->h) {
if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
}
} else if (mode->w < mode->h) {
if (UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
if (data->uiscreen == [UIScreen mainScreen]) {
if (mode->w > mode->h) {
if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
}
} else if (mode->w < mode->h) {
if (UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
}
}
}
}
@ -224,19 +230,21 @@ UIKit_QuitModes(_THIS)
{
/* Release Objective-C objects, so higher level doesn't free() them. */
int i, j;
for (i = 0; i < _this->num_displays; i++) {
SDL_VideoDisplay *display = &_this->displays[i];
@autoreleasepool {
for (i = 0; i < _this->num_displays; i++) {
SDL_VideoDisplay *display = &_this->displays[i];
UIKit_FreeDisplayModeData(&display->desktop_mode);
for (j = 0; j < display->num_display_modes; j++) {
SDL_DisplayMode *mode = &display->display_modes[j];
UIKit_FreeDisplayModeData(mode);
UIKit_FreeDisplayModeData(&display->desktop_mode);
for (j = 0; j < display->num_display_modes; j++) {
SDL_DisplayMode *mode = &display->display_modes[j];
UIKit_FreeDisplayModeData(mode);
}
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
[data->uiscreen release];
SDL_free(data);
display->driverdata = NULL;
}
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
[data->uiscreen release];
SDL_free(data);
display->driverdata = NULL;
}
}

View File

@ -52,12 +52,14 @@ UIKit_GL_GetProcAddress(_THIS, const char *proc)
int
UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
{
if (context) {
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
[data->view setCurrentContext];
}
else {
[EAGLContext setCurrentContext: nil];
@autoreleasepool {
if (context) {
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
[data->view setCurrentContext];
}
else {
[EAGLContext setCurrentContext: nil];
}
}
return 0;
@ -67,11 +69,13 @@ void UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
{
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (w) {
*w = data->view.backingWidth;
}
if (h) {
*h = data->view.backingHeight;
@autoreleasepool {
if (w) {
*w = data->view.backingWidth;
}
if (h) {
*h = data->view.backingHeight;
}
}
}
@ -92,106 +96,112 @@ UIKit_GL_LoadLibrary(_THIS, const char *path)
void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
{
@autoreleasepool {
#if SDL_POWER_UIKIT
/* Check once a frame to see if we should turn off the battery monitor. */
SDL_UIKit_UpdateBatteryMonitoring();
/* Check once a frame to see if we should turn off the battery monitor. */
SDL_UIKit_UpdateBatteryMonitoring();
#endif
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (nil == data->view) {
return;
if (nil == data->view) {
return;
}
[data->view swapBuffers];
/* You need to pump events in order for the OS to make changes visible.
We don't pump events here because we don't want iOS application events
(low memory, terminate, etc.) to happen inside low level rendering.
*/
}
[data->view swapBuffers];
/* You need to pump events in order for the OS to make changes visible.
We don't pump events here because we don't want iOS application events
(low memory, terminate, etc.) to happen inside low level rendering.
*/
}
SDL_GLContext
UIKit_GL_CreateContext(_THIS, SDL_Window * window)
{
SDL_uikitopenglview *view;
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
UIWindow *uiwindow = data->uiwindow;
CGRect frame = UIKit_ComputeViewFrame(window, uiwindow.screen);
EAGLSharegroup *share_group = nil;
CGFloat scale = 1.0;
@autoreleasepool {
SDL_uikitopenglview *view;
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
UIWindow *uiwindow = data->uiwindow;
CGRect frame = UIKit_ComputeViewFrame(window, uiwindow.screen);
EAGLSharegroup *share_group = nil;
CGFloat scale = 1.0;
if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
/* Set the scale to the natural scale factor of the screen - the backing
dimensions of the OpenGL view will match the pixel dimensions of the
screen rather than the dimensions in points.
*/
scale = uiwindow.screen.scale;
if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
/* Set the scale to the natural scale factor of the screen - the backing
dimensions of the OpenGL view will match the pixel dimensions of the
screen rather than the dimensions in points.
*/
scale = uiwindow.screen.scale;
}
if (_this->gl_config.share_with_current_context) {
SDL_uikitopenglview *view = (SDL_uikitopenglview *) SDL_GL_GetCurrentContext();
share_group = [view.context sharegroup];
}
/* construct our view, passing in SDL's OpenGL configuration data */
view = [[SDL_uikitopenglview alloc] initWithFrame: frame
scale: scale
retainBacking: _this->gl_config.retained_backing
rBits: _this->gl_config.red_size
gBits: _this->gl_config.green_size
bBits: _this->gl_config.blue_size
aBits: _this->gl_config.alpha_size
depthBits: _this->gl_config.depth_size
stencilBits: _this->gl_config.stencil_size
sRGB: _this->gl_config.framebuffer_srgb_capable
majorVersion: _this->gl_config.major_version
shareGroup: share_group];
if (!view) {
return NULL;
}
data->view = view;
view->viewcontroller = data->viewcontroller;
if (view->viewcontroller != nil) {
[view->viewcontroller setView:view];
[view->viewcontroller retain];
}
[uiwindow addSubview: view];
/* The view controller needs to be the root in order to control rotation on iOS 6.0 */
if (uiwindow.rootViewController == nil) {
uiwindow.rootViewController = view->viewcontroller;
}
if (UIKit_GL_MakeCurrent(_this, window, view) < 0) {
UIKit_GL_DeleteContext(_this, view);
return NULL;
}
/* Make this window the current mouse focus for touch input */
if (uiwindow.screen == [UIScreen mainScreen]) {
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
}
return view;
}
if (_this->gl_config.share_with_current_context) {
SDL_uikitopenglview *view = (SDL_uikitopenglview *) SDL_GL_GetCurrentContext();
share_group = [view.context sharegroup];
}
/* construct our view, passing in SDL's OpenGL configuration data */
view = [[SDL_uikitopenglview alloc] initWithFrame: frame
scale: scale
retainBacking: _this->gl_config.retained_backing
rBits: _this->gl_config.red_size
gBits: _this->gl_config.green_size
bBits: _this->gl_config.blue_size
aBits: _this->gl_config.alpha_size
depthBits: _this->gl_config.depth_size
stencilBits: _this->gl_config.stencil_size
sRGB: _this->gl_config.framebuffer_srgb_capable
majorVersion: _this->gl_config.major_version
shareGroup: share_group];
if (!view) {
return NULL;
}
data->view = view;
view->viewcontroller = data->viewcontroller;
if (view->viewcontroller != nil) {
[view->viewcontroller setView:view];
[view->viewcontroller retain];
}
[uiwindow addSubview: view];
/* The view controller needs to be the root in order to control rotation on iOS 6.0 */
if (uiwindow.rootViewController == nil) {
uiwindow.rootViewController = view->viewcontroller;
}
if (UIKit_GL_MakeCurrent(_this, window, view) < 0) {
UIKit_GL_DeleteContext(_this, view);
return NULL;
}
/* Make this window the current mouse focus for touch input */
if (uiwindow.screen == [UIScreen mainScreen]) {
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
}
return view;
}
void
UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
{
/* the delegate has retained the view, this will release him */
SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
if (view->viewcontroller) {
UIWindow *uiwindow = (UIWindow *)view.superview;
if (uiwindow.rootViewController == view->viewcontroller) {
uiwindow.rootViewController = nil;
@autoreleasepool {
/* the delegate has retained the view, this will release him */
SDL_uikitopenglview *view = (SDL_uikitopenglview *)context;
if (view->viewcontroller) {
UIWindow *uiwindow = (UIWindow *)view.superview;
if (uiwindow.rootViewController == view->viewcontroller) {
uiwindow.rootViewController = nil;
}
[view->viewcontroller setView:nil];
[view->viewcontroller release];
}
[view->viewcontroller setView:nil];
[view->viewcontroller release];
[view removeFromSuperview];
[view release];
}
[view removeFromSuperview];
[view release];
}
#endif /* SDL_VIDEO_DRIVER_UIKIT */

View File

@ -318,28 +318,34 @@ SDL_bool UIKit_HasScreenKeyboardSupport(_THIS)
void UIKit_ShowScreenKeyboard(_THIS, SDL_Window *window)
{
SDL_uikitview *view = getWindowView(window);
if (view != nil) {
[view showKeyboard];
@autoreleasepool {
SDL_uikitview *view = getWindowView(window);
if (view != nil) {
[view showKeyboard];
}
}
}
void UIKit_HideScreenKeyboard(_THIS, SDL_Window *window)
{
SDL_uikitview *view = getWindowView(window);
if (view != nil) {
[view hideKeyboard];
@autoreleasepool {
SDL_uikitview *view = getWindowView(window);
if (view != nil) {
[view hideKeyboard];
}
}
}
SDL_bool UIKit_IsScreenKeyboardShown(_THIS, SDL_Window *window)
{
SDL_uikitview *view = getWindowView(window);
if (view == nil) {
return 0;
}
@autoreleasepool {
SDL_uikitview *view = getWindowView(window);
if (view == nil) {
return 0;
}
return view.isKeyboardVisible;
return view.isKeyboardVisible;
}
}
@ -423,13 +429,15 @@ UIKit_SetTextInputRect(_THIS, SDL_Rect *rect)
SDL_InvalidParamError("rect");
return;
}
SDL_uikitview *view = getWindowView(SDL_GetFocusWindow());
if (view == nil) {
return ;
}
view.textInputRect = *rect;
@autoreleasepool {
SDL_uikitview *view = getWindowView(SDL_GetFocusWindow());
if (view == nil) {
return;
}
view.textInputRect = *rect;
}
}

View File

@ -132,84 +132,86 @@ static int SetupWindowData(_THIS, SDL_Window *window, SDL_uikitwindow *uiwindow,
int
UIKit_CreateWindow(_THIS, SDL_Window *window)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
const BOOL external = ([UIScreen mainScreen] != data->uiscreen);
const CGSize origsize = [[data->uiscreen currentMode] size];
@autoreleasepool {
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
const BOOL external = ([UIScreen mainScreen] != data->uiscreen);
const CGSize origsize = [[data->uiscreen currentMode] size];
/* SDL currently puts this window at the start of display's linked list. We rely on this. */
SDL_assert(_this->windows == window);
/* SDL currently puts this window at the start of display's linked list. We rely on this. */
SDL_assert(_this->windows == window);
/* We currently only handle a single window per display on iOS */
if (window->next != NULL) {
return SDL_SetError("Only one window allowed per display.");
}
/* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
* user, so it's in standby), try to force the display to a resolution
* that most closely matches the desired window size.
*/
if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
if (display->num_display_modes == 0) {
_this->GetDisplayModes(_this, display);
/* We currently only handle a single window per display on iOS */
if (window->next != NULL) {
return SDL_SetError("Only one window allowed per display.");
}
int i;
const SDL_DisplayMode *bestmode = NULL;
for (i = display->num_display_modes; i >= 0; i--) {
const SDL_DisplayMode *mode = &display->display_modes[i];
if ((mode->w >= window->w) && (mode->h >= window->h))
bestmode = mode;
}
if (bestmode) {
SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)bestmode->driverdata;
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
/* desktop_mode doesn't change here (the higher level will
* use it to set all the screens back to their defaults
* upon window destruction, SDL_Quit(), etc.
*/
display->current_mode = *bestmode;
}
}
if (data->uiscreen == [UIScreen mainScreen]) {
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
}
if (!(window->flags & SDL_WINDOW_RESIZABLE)) {
if (window->w > window->h) {
if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
/* If monitor has a resolution of 0x0 (hasn't been explicitly set by the
* user, so it's in standby), try to force the display to a resolution
* that most closely matches the desired window size.
*/
if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
if (display->num_display_modes == 0) {
_this->GetDisplayModes(_this, display);
}
} else if (window->w < window->h) {
if (UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
int i;
const SDL_DisplayMode *bestmode = NULL;
for (i = display->num_display_modes; i >= 0; i--) {
const SDL_DisplayMode *mode = &display->display_modes[i];
if ((mode->w >= window->w) && (mode->h >= window->h))
bestmode = mode;
}
if (bestmode) {
SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)bestmode->driverdata;
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
/* desktop_mode doesn't change here (the higher level will
* use it to set all the screens back to their defaults
* upon window destruction, SDL_Quit(), etc.
*/
display->current_mode = *bestmode;
}
}
}
/* ignore the size user requested, and make a fullscreen window */
/* !!! FIXME: can we have a smaller view? */
SDL_uikitwindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data->uiscreen.bounds];
if (data->uiscreen == [UIScreen mainScreen]) {
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
}
/* put the window on an external display if appropriate. This implicitly
* does [uiwindow setframe:[uiscreen bounds]], so don't do it on the
* main display, where we land by default, as that would eat the
* status bar real estate.
*/
if (external) {
[uiwindow setScreen:data->uiscreen];
}
if (!(window->flags & SDL_WINDOW_RESIZABLE)) {
if (window->w > window->h) {
if (!UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
}
} else if (window->w < window->h) {
if (UIKit_IsDisplayLandscape(data->uiscreen)) {
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
}
}
}
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
[uiwindow release];
return -1;
/* ignore the size user requested, and make a fullscreen window */
/* !!! FIXME: can we have a smaller view? */
SDL_uikitwindow *uiwindow = [[SDL_uikitwindow alloc] initWithFrame:data->uiscreen.bounds];
/* put the window on an external display if appropriate. This implicitly
* does [uiwindow setframe:[uiscreen bounds]], so don't do it on the
* main display, where we land by default, as that would eat the
* status bar real estate.
*/
if (external) {
[uiwindow setScreen:data->uiscreen];
}
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
[uiwindow release];
return -1;
}
}
return 1;
@ -218,17 +220,21 @@ UIKit_CreateWindow(_THIS, SDL_Window *window)
void
UIKit_ShowWindow(_THIS, SDL_Window * window)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
@autoreleasepool {
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
[uiwindow makeKeyAndVisible];
[uiwindow makeKeyAndVisible];
}
}
void
UIKit_HideWindow(_THIS, SDL_Window * window)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
@autoreleasepool {
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
uiwindow.hidden = YES;
uiwindow.hidden = YES;
}
}
void
@ -286,13 +292,17 @@ UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
void
UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
{
UIKit_UpdateWindowBorder(_this, window);
@autoreleasepool {
UIKit_UpdateWindowBorder(_this, window);
}
}
void
UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
{
UIKit_UpdateWindowBorder(_this, window);
@autoreleasepool {
UIKit_UpdateWindowBorder(_this, window);
}
}
void
@ -300,27 +310,32 @@ UIKit_DestroyWindow(_THIS, SDL_Window * window)
{
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
if (data) {
[data->viewcontroller release];
[data->uiwindow release];
SDL_free(data);
@autoreleasepool {
if (data) {
[data->viewcontroller release];
[data->uiwindow release];
SDL_free(data);
}
}
window->driverdata = NULL;
}
SDL_bool
UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
@autoreleasepool {
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
if (info->version.major <= SDL_MAJOR_VERSION) {
info->subsystem = SDL_SYSWM_UIKIT;
info->info.uikit.window = uiwindow;
return SDL_TRUE;
} else {
SDL_SetError("Application not compiled with SDL %d.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
if (info->version.major <= SDL_MAJOR_VERSION) {
info->subsystem = SDL_SYSWM_UIKIT;
info->info.uikit.window = uiwindow;
return SDL_TRUE;
} else {
SDL_SetError("Application not compiled with SDL %d.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
}
}
}
@ -333,7 +348,10 @@ SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callbac
return SDL_SetError("Invalid window or view not set");
}
[data->view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
@autoreleasepool {
[data->view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
}
return 0;
}