Merged default into iOS-improvements

main
Alex Szpakowski 2014-10-28 18:36:29 -03:00
commit fb6d185a8a
26 changed files with 906 additions and 857 deletions

View File

@ -8,6 +8,9 @@ Makefile
sdl-config
SDL2.spec
build
Build
*xcuserdata*
*xcworkspacedata*
# for Xcode
*.orig

View File

@ -387,6 +387,9 @@ main(int argc, char *argv[])
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
/* create main window and renderer */
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL |

View File

@ -1274,8 +1274,14 @@
FD6526640DE8FCCB002AD96B /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
CLANG_ENABLE_OBJC_ARC = YES;
CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
CLANG_WARN_OBJC_IMPLICIT_ATOMIC_PROPERTIES = YES;
COPY_PHASE_STRIP = NO;
IPHONEOS_DEPLOYMENT_TARGET = 5.1.1;
GCC_WARN_MULTIPLE_DEFINITION_TYPES_FOR_SELECTOR = YES;
GCC_WARN_STRICT_SELECTOR_MATCH = YES;
GCC_WARN_UNDECLARED_SELECTOR = YES;
PRODUCT_NAME = SDL2;
SKIP_INSTALL = YES;
};
@ -1284,8 +1290,14 @@
FD6526650DE8FCCB002AD96B /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
CLANG_ENABLE_OBJC_ARC = YES;
CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
CLANG_WARN_OBJC_IMPLICIT_ATOMIC_PROPERTIES = YES;
COPY_PHASE_STRIP = YES;
IPHONEOS_DEPLOYMENT_TARGET = 5.1.1;
GCC_WARN_MULTIPLE_DEFINITION_TYPES_FOR_SELECTOR = YES;
GCC_WARN_STRICT_SELECTOR_MATCH = YES;
GCC_WARN_UNDECLARED_SELECTOR = YES;
PRODUCT_NAME = SDL2;
SKIP_INSTALL = YES;
};

View File

@ -261,8 +261,9 @@ extern "C" {
#define SDL_HINT_ORIENTATIONS "SDL_IOS_ORIENTATIONS"
/**
* \brief A variable controlling whether an Android built-in accelerometer should be
* listed as a joystick device, rather than listing actual joysticks only.
* \brief A variable controlling whether the Android / iOS built-in
* accelerometer should be listed as a joystick device, rather than listing
* actual joysticks only.
*
* This variable can be set to the following values:
* "0" - List only real joysticks and accept input from them
@ -345,7 +346,7 @@ extern "C" {
/**
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac)
* \brief If set to 1, then do not allow high-DPI windows. ("Retina" on Mac and iOS)
*/
#define SDL_HINT_VIDEO_HIGHDPI_DISABLED "SDL_VIDEO_HIGHDPI_DISABLED"

View File

@ -70,6 +70,16 @@ extern DECLSPEC SDL_bool SDLCALL SDL_DXGIGetOutputInfo( int displayIndex, int *a
extern DECLSPEC int SDLCALL SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
extern DECLSPEC void SDLCALL SDL_iPhoneSetEventPump(SDL_bool enabled);
/* Returns the OpenGL Renderbuffer Object associated with the window's main view.
The Renderbuffer must be bound when calling SDL_GL_SwapWindow.
*/
extern DECLSPEC Uint32 SDLCALL SDL_iPhoneGetViewRenderbuffer(SDL_Window * window);
/* Returns the OpenGL Framebuffer Object associated with the window's main view.
The Framebuffer must be bound when rendering to the screen.
*/
extern DECLSPEC Uint32 SDLCALL SDL_iPhoneGetViewFramebuffer(SDL_Window * window);
#endif /* __IPHONEOS__ */

View File

@ -50,14 +50,13 @@ FILE* SDL_OpenFPFromBundleOrFallback(const char *file, const char *mode)
NSString* full_path_with_file_to_try = [resource_path stringByAppendingPathComponent:ns_string_file_component];
if([file_manager fileExistsAtPath:full_path_with_file_to_try]) {
fp = fopen([full_path_with_file_to_try fileSystemRepresentation], mode);
}
else {
} else {
fp = fopen(file, mode);
}
return fp;
}}
#endif /* __MACOSX__ */
#endif /* __APPLE__ */
/* vi: set ts=4 sw=4 expandtab: */

View File

@ -41,6 +41,7 @@ SDL_GetBasePath(void)
const char* baseType = [[[bundle infoDictionary] objectForKey:@"SDL_FILESYSTEM_BASE_DIR_TYPE"] UTF8String];
const char *base = NULL;
char *retval = NULL;
if (baseType == NULL) {
baseType = "resource";
}
@ -52,6 +53,7 @@ SDL_GetBasePath(void)
/* this returns the exedir for non-bundled and the resourceDir for bundled apps */
base = [[bundle resourcePath] fileSystemRepresentation];
}
if (base) {
const size_t len = SDL_strlen(base) + 2;
retval = (char *) SDL_malloc(len);
@ -69,9 +71,10 @@ char *
SDL_GetPrefPath(const char *org, const char *app)
{ @autoreleasepool
{
NSArray *array = NSSearchPathForDirectoriesInDomains(NSApplicationSupportDirectory, NSUserDomainMask, YES);
char *retval = NULL;
NSArray *array = NSSearchPathForDirectoriesInDomains(NSApplicationSupportDirectory, NSUserDomainMask, YES);
if ([array count] > 0) { /* we only want the first item in the list. */
NSString *str = [array objectAtIndex:0];
const char *base = [str fileSystemRepresentation];

View File

@ -23,6 +23,7 @@
/* This is the iOS implementation of the SDL joystick API */
#include "SDL_joystick.h"
#include "SDL_hints.h"
#include "SDL_stdinc.h"
#include "../SDL_sysjoystick.h"
#include "../SDL_joystick_c.h"
@ -32,9 +33,10 @@
/* needed for SDL_IPHONE_MAX_GFORCE macro */
#import "SDL_config_iphoneos.h"
const char *accelerometerName = "iOS accelerometer";
const char *accelerometerName = "iOS Accelerometer";
static CMMotionManager *motionManager = nil;
static int numjoysticks = 0;
/* Function to scan the system for joysticks.
* This function should set SDL_numjoysticks to the number of available
@ -44,12 +46,18 @@ static CMMotionManager *motionManager = nil;
int
SDL_SYS_JoystickInit(void)
{
return (1);
const char *hint = SDL_GetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK);
if (!hint || SDL_atoi(hint)) {
/* Default behavior, accelerometer as joystick */
numjoysticks = 1;
}
return numjoysticks;
}
int SDL_SYS_NumJoysticks()
{
return 1;
return numjoysticks;
}
void SDL_SYS_JoystickDetect()
@ -82,13 +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;
}
@ -105,11 +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
@ -153,7 +165,9 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
[motionManager stopAccelerometerUpdates];
@autoreleasepool {
[motionManager stopAccelerometerUpdates];
}
joystick->closed = 1;
}
@ -161,10 +175,11 @@ SDL_SYS_JoystickClose(SDL_Joystick * joystick)
void
SDL_SYS_JoystickQuit(void)
{
if (motionManager != nil) {
[motionManager release];
@autoreleasepool {
motionManager = nil;
}
numjoysticks = 0;
}
SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )

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

@ -39,12 +39,10 @@
static int forward_argc;
static char **forward_argv;
static int exit_status;
static UIWindow *launch_window;
int main(int argc, char **argv)
{
int i;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
/* store arguments */
forward_argc = argc;
@ -56,7 +54,9 @@ int main(int argc, char **argv)
forward_argv[i] = NULL;
/* Give over control to run loop, SDLUIKitDelegate will handle most things from here */
UIApplicationMain(argc, argv, NULL, [SDLUIKitDelegate getAppDelegateClassName]);
@autoreleasepool {
UIApplicationMain(argc, argv, nil, [SDLUIKitDelegate getAppDelegateClassName]);
}
/* free the memory we used to hold copies of argc and argv */
for (i = 0; i < forward_argc; i++) {
@ -64,7 +64,6 @@ int main(int argc, char **argv)
}
free(forward_argv);
[pool release];
return exit_status;
}
@ -75,97 +74,12 @@ SDL_IdleTimerDisabledChanged(void *userdata, const char *name, const char *oldVa
[UIApplication sharedApplication].idleTimerDisabled = disable;
}
@interface SDL_splashviewcontroller : UIViewController {
UIImageView *splash;
UIImage *splashPortrait;
UIImage *splashLandscape;
}
- (void)updateSplashImage:(UIInterfaceOrientation)interfaceOrientation;
@end
@implementation SDL_splashviewcontroller
- (id)init
{
self = [super init];
if (self == nil) {
return nil;
}
self->splash = [[UIImageView alloc] init];
[self setView:self->splash];
CGSize size = [UIScreen mainScreen].bounds.size;
float height = SDL_max(size.width, size.height);
self->splashPortrait = [UIImage imageNamed:[NSString stringWithFormat:@"Default-%dh.png", (int)height]];
if (!self->splashPortrait) {
self->splashPortrait = [UIImage imageNamed:@"Default.png"];
}
self->splashLandscape = [UIImage imageNamed:@"Default-Landscape.png"];
if (!self->splashLandscape && self->splashPortrait) {
self->splashLandscape = [[UIImage alloc] initWithCGImage: self->splashPortrait.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
}
if (self->splashPortrait) {
[self->splashPortrait retain];
}
if (self->splashLandscape) {
[self->splashLandscape retain];
}
[self updateSplashImage:[[UIApplication sharedApplication] statusBarOrientation]];
return self;
}
- (NSUInteger)supportedInterfaceOrientations
{
NSUInteger orientationMask = UIInterfaceOrientationMaskAll;
/* Don't allow upside-down orientation on the phone, so answering calls is in the natural orientation */
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
orientationMask &= ~UIInterfaceOrientationMaskPortraitUpsideDown;
}
return orientationMask;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient
{
NSUInteger orientationMask = [self supportedInterfaceOrientations];
return (orientationMask & (1 << orient));
}
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation duration:(NSTimeInterval)duration
{
[self updateSplashImage:interfaceOrientation];
}
- (void)updateSplashImage:(UIInterfaceOrientation)interfaceOrientation
{
UIImage *image;
if (UIInterfaceOrientationIsLandscape(interfaceOrientation)) {
image = self->splashLandscape;
} else {
image = self->splashPortrait;
}
if (image)
{
splash.image = image;
}
}
@end
@implementation SDLUIKitDelegate
/* convenience method */
+ (id) sharedAppDelegate
{
/* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */
/* the delegate is set in UIApplicationMain(), which is guaranteed to be called before this method */
return [[UIApplication sharedApplication] delegate];
}
@ -189,12 +103,6 @@ SDL_IdleTimerDisabledChanged(void *userdata, const char *name, const char *oldVa
exit_status = SDL_main(forward_argc, forward_argv);
SDL_iPhoneSetEventPump(SDL_FALSE);
/* If we showed a splash image, clean it up */
if (launch_window) {
[launch_window release];
launch_window = NULL;
}
/* exit, passing the return status from the user's application */
/* We don't actually exit to support applications that do setup in
* their main function and then allow the Cocoa event loop to run.
@ -204,14 +112,6 @@ SDL_IdleTimerDisabledChanged(void *userdata, const char *name, const char *oldVa
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
/* Keep the launch image up until we set a video mode */
launch_window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
UIViewController *splashViewController = [[SDL_splashviewcontroller alloc] init];
launch_window.rootViewController = splashViewController;
[launch_window addSubview:splashViewController.view];
[launch_window makeKeyAndVisible];
/* Set working directory to resource path */
[[NSFileManager defaultManager] changeCurrentDirectoryPath: [[NSBundle mainBundle] resourcePath]];
@ -235,6 +135,35 @@ SDL_IdleTimerDisabledChanged(void *userdata, const char *name, const char *oldVa
SDL_SendAppEvent(SDL_APP_LOWMEMORY);
}
- (void)application:(UIApplication *)application didChangeStatusBarOrientation:(UIInterfaceOrientation)oldStatusBarOrientation
{
BOOL isLandscape = UIInterfaceOrientationIsLandscape(application.statusBarOrientation);
SDL_VideoDevice *_this = SDL_GetVideoDevice();
if (_this && _this->num_displays > 0) {
SDL_DisplayMode *desktopmode = &_this->displays[0].desktop_mode;
SDL_DisplayMode *currentmode = &_this->displays[0].current_mode;
/* The desktop display mode should be kept in sync with the screen
* orientation so that updating a window's fullscreen state to
* SDL_WINDOW_FULLSCREEN_DESKTOP keeps the window dimensions in the
* correct orientation.
*/
if (isLandscape != (desktopmode->w > desktopmode->h)) {
int height = desktopmode->w;
desktopmode->w = desktopmode->h;
desktopmode->h = height;
}
/* Same deal with the current mode + SDL_GetCurrentDisplayMode. */
if (isLandscape != (currentmode->w > currentmode->h)) {
int height = currentmode->w;
currentmode->w = currentmode->h;
currentmode->h = height;
}
}
}
- (void) applicationWillResignActive:(UIApplication*)application
{
SDL_VideoDevice *_this = SDL_GetVideoDevice();

View File

@ -40,8 +40,9 @@ SDL_iPhoneSetEventPump(SDL_bool enabled)
void
UIKit_PumpEvents(_THIS)
{
if (!UIKit_EventPumpEnabled)
if (!UIKit_EventPumpEnabled) {
return;
}
/* Let the run loop run for a short amount of time: long enough for
touch events to get processed (which is important to get certain

View File

@ -30,17 +30,16 @@
static SDL_bool s_showingMessageBox = SDL_FALSE;
@interface UIKit_UIAlertViewDelegate : NSObject <UIAlertViewDelegate> {
@private
int *clickedButtonIndex;
}
@interface UIKit_UIAlertViewDelegate : NSObject <UIAlertViewDelegate>
- (id)initWithButtonIndex:(int *)_buttonIndex;
- (id)initWithButtonIndex:(int *)buttonIndex;
- (void)alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex;
@end
@implementation UIKit_UIAlertViewDelegate
@implementation UIKit_UIAlertViewDelegate {
int *clickedButtonIndex;
}
- (id)initWithButtonIndex:(int *)buttonIndex
{
@ -48,12 +47,13 @@ static SDL_bool s_showingMessageBox = SDL_FALSE;
if (self == nil) {
return nil;
}
self->clickedButtonIndex = buttonIndex;
clickedButtonIndex = buttonIndex;
return self;
}
- (void)alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex;
- (void)alertView:(UIAlertView *)alertView didDismissWithButtonIndex:(NSInteger)buttonIndex
{
*clickedButtonIndex = (int)buttonIndex;
}
@ -71,41 +71,39 @@ int
UIKit_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid)
{
int clicked;
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
UIAlertView* alert = [[UIAlertView alloc] init];
alert.title = [NSString stringWithUTF8String:messageboxdata->title];
alert.message = [NSString stringWithUTF8String:messageboxdata->message];
alert.delegate = [[UIKit_UIAlertViewDelegate alloc] initWithButtonIndex:&clicked];
const SDL_MessageBoxButtonData *buttons = messageboxdata->buttons;
int i;
for (i = 0; i < messageboxdata->numbuttons; ++i) {
[alert addButtonWithTitle:[[NSString alloc] initWithUTF8String:buttons[i].text]];
const SDL_MessageBoxButtonData *buttons = messageboxdata->buttons;
@autoreleasepool {
UIAlertView* alert = [[UIAlertView alloc] init];
UIKit_UIAlertViewDelegate *delegate = [[UIKit_UIAlertViewDelegate alloc] initWithButtonIndex:&clicked];
alert.title = @(messageboxdata->title);
alert.message = @(messageboxdata->message);
alert.delegate = delegate;
for (i = 0; i < messageboxdata->numbuttons; ++i) {
[alert addButtonWithTitle:@(buttons[i].text)];
}
/* Set up for showing the alert */
clicked = messageboxdata->numbuttons;
[alert show];
/* Run the main event loop until the alert has finished */
/* Note that this needs to be done on the main thread */
s_showingMessageBox = SDL_TRUE;
while (clicked == messageboxdata->numbuttons) {
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]];
}
s_showingMessageBox = SDL_FALSE;
*buttonid = messageboxdata->buttons[clicked].buttonid;
alert.delegate = nil;
}
/* Set up for showing the alert */
clicked = messageboxdata->numbuttons;
[alert show];
/* Run the main event loop until the alert has finished */
/* Note that this needs to be done on the main thread */
s_showingMessageBox = SDL_TRUE;
while (clicked == messageboxdata->numbuttons) {
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]];
}
s_showingMessageBox = SDL_FALSE;
*buttonid = messageboxdata->buttons[clicked].buttonid;
[alert.delegate release];
[alert release];
[pool release];
return 0;
}

View File

@ -25,17 +25,17 @@
#include "SDL_uikitvideo.h"
typedef struct
{
UIScreen *uiscreen;
CGFloat scale;
} SDL_DisplayData;
@interface SDL_DisplayData : NSObject
typedef struct
{
UIScreenMode *uiscreenmode;
CGFloat scale;
} SDL_DisplayModeData;
@property (nonatomic, strong) UIScreen *uiscreen;
@end
@interface SDL_DisplayModeData : NSObject
@property (nonatomic, strong) UIScreenMode *uiscreenmode;
@end
extern SDL_bool UIKit_IsDisplayLandscape(UIScreen *uiscreen);

View File

@ -25,27 +25,36 @@
#include "SDL_assert.h"
#include "SDL_uikitmodes.h"
@implementation SDL_DisplayData
@synthesize uiscreen;
@end
@implementation SDL_DisplayModeData
@synthesize uiscreenmode;
@end
static int
UIKit_AllocateDisplayModeData(SDL_DisplayMode * mode,
UIScreenMode * uiscreenmode, CGFloat scale)
UIScreenMode * uiscreenmode)
{
SDL_DisplayModeData *data = NULL;
SDL_DisplayModeData *data = nil;
if (uiscreenmode != nil) {
/* Allocate the display mode data */
data = (SDL_DisplayModeData *) SDL_malloc(sizeof(*data));
data = [[SDL_DisplayModeData alloc] init];
if (!data) {
return SDL_OutOfMemory();
}
data->uiscreenmode = uiscreenmode;
[data->uiscreenmode retain];
data->scale = scale;
data.uiscreenmode = uiscreenmode;
}
mode->driverdata = data;
mode->driverdata = (void *) CFBridgingRetain(data);
return 0;
}
@ -54,23 +63,21 @@ static void
UIKit_FreeDisplayModeData(SDL_DisplayMode * mode)
{
if (mode->driverdata != NULL) {
SDL_DisplayModeData *data = (SDL_DisplayModeData *)mode->driverdata;
[data->uiscreenmode release];
SDL_free(data);
CFRelease(mode->driverdata);
mode->driverdata = NULL;
}
}
static int
UIKit_AddSingleDisplayMode(SDL_VideoDisplay * display, int w, int h,
UIScreenMode * uiscreenmode, CGFloat scale)
UIScreenMode * uiscreenmode)
{
SDL_DisplayMode mode;
SDL_zero(mode);
mode.format = SDL_PIXELFORMAT_ABGR8888;
mode.refresh_rate = 0;
if (UIKit_AllocateDisplayModeData(&mode, uiscreenmode, scale) < 0) {
if (UIKit_AllocateDisplayModeData(&mode, uiscreenmode) < 0) {
return -1;
}
@ -85,16 +92,16 @@ UIKit_AddSingleDisplayMode(SDL_VideoDisplay * display, int w, int h,
}
static int
UIKit_AddDisplayMode(SDL_VideoDisplay * display, int w, int h, CGFloat scale,
UIKit_AddDisplayMode(SDL_VideoDisplay * display, int w, int h,
UIScreenMode * uiscreenmode, SDL_bool addRotation)
{
if (UIKit_AddSingleDisplayMode(display, w, h, uiscreenmode, scale) < 0) {
if (UIKit_AddSingleDisplayMode(display, w, h, uiscreenmode) < 0) {
return -1;
}
if (addRotation) {
/* Add the rotated version */
if (UIKit_AddSingleDisplayMode(display, h, w, uiscreenmode, scale) < 0) {
if (UIKit_AddSingleDisplayMode(display, h, w, uiscreenmode) < 0) {
return -1;
}
}
@ -114,24 +121,16 @@ UIKit_AddDisplay(UIScreen *uiscreen)
size.height = height;
}
/* When dealing with UIKit all coordinates are specified in terms of
* what Apple refers to as points. [UIScreen scale] indicates the
* relationship between points and pixels. Since SDL has no notion
* of points, we must compensate in all cases where dealing with such
* units.
*/
CGFloat scale = [uiscreen scale];
SDL_VideoDisplay display;
SDL_DisplayMode mode;
SDL_zero(mode);
mode.format = SDL_PIXELFORMAT_ABGR8888;
mode.w = (int)(size.width * scale);
mode.h = (int)(size.height * scale);
mode.w = (int) size.width;
mode.h = (int) size.height;
UIScreenMode * uiscreenmode = [uiscreen currentMode];
UIScreenMode *uiscreenmode = [uiscreen currentMode];
if (UIKit_AllocateDisplayModeData(&mode, uiscreenmode, scale) < 0) {
if (UIKit_AllocateDisplayModeData(&mode, uiscreenmode) < 0) {
return -1;
}
@ -140,19 +139,18 @@ UIKit_AddDisplay(UIScreen *uiscreen)
display.current_mode = mode;
/* Allocate the display data */
SDL_DisplayData *data = (SDL_DisplayData *) SDL_malloc(sizeof(*data));
SDL_DisplayData *data = [[SDL_DisplayData alloc] init];
if (!data) {
UIKit_FreeDisplayModeData(&display.desktop_mode);
return SDL_OutOfMemory();
}
[uiscreen retain];
data->uiscreen = uiscreen;
data->scale = scale;
data.uiscreen = uiscreen;
display.driverdata = data;
display.driverdata = (void *) CFBridgingRetain(data);
SDL_AddVideoDisplay(&display);
return 0;
}
@ -170,9 +168,11 @@ 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;
}
}
}
@ -182,34 +182,36 @@ UIKit_InitModes(_THIS)
void
UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
{
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
@autoreleasepool {
SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
SDL_bool isLandscape = UIKit_IsDisplayLandscape(data->uiscreen);
SDL_bool addRotation = (data->uiscreen == [UIScreen mainScreen]);
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]) {
CGSize size = [uimode size];
int w = (int)size.width;
int h = (int)size.height;
/* Make sure the width/height are oriented correctly */
if (isLandscape != (w > h)) {
int tmp = w;
w = h;
h = tmp;
#ifdef __IPHONE_8_0
/* The UIScreenMode of an iPhone 6 Plus should be 1080x1920 rather than
* 1242x2208 (414x736@3x), so we should use the native scale. */
if ([data.uiscreen respondsToSelector:@selector(nativeScale)]) {
scale = data.uiscreen.nativeScale;
}
#endif
/* Add the native screen resolution. */
UIKit_AddDisplayMode(display, w, h, data->scale, uimode, addRotation);
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.) */
int w = (int)(uimode.size.width / scale);
int h = (int)(uimode.size.height / scale);
if (data->scale != 1.0f) {
/* Add the native screen resolution divided by its scale.
* This is so devices capable of e.g. 640x960 also advertise 320x480.
*/
UIKit_AddDisplayMode(display,
(int)(size.width / data->scale),
(int)(size.height / data->scale),
1.0f, uimode, addRotation);
/* 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);
}
}
}
@ -217,19 +219,21 @@ UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
int
UIKit_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
{
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)mode->driverdata;
@autoreleasepool {
SDL_DisplayData *data = (__bridge SDL_DisplayData *) display->driverdata;
SDL_DisplayModeData *modedata = (__bridge SDL_DisplayModeData *)mode->driverdata;
[data->uiscreen setCurrentMode:modedata->uiscreenmode];
[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];
}
}
}
}
@ -242,19 +246,21 @@ 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);
}
if (display->driverdata != NULL) {
CFRelease(display->driverdata);
display->driverdata = NULL;
}
}
SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
[data->uiscreen release];
SDL_free(data);
display->driverdata = NULL;
}
}

View File

@ -25,6 +25,8 @@
extern int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window,
SDL_GLContext context);
extern void UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window,
int * w, int * h);
extern void UIKit_GL_SwapWindow(_THIS, SDL_Window * window);
extern SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window);
extern void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context);

View File

@ -49,12 +49,30 @@ UIKit_GL_GetProcAddress(_THIS, const char *proc)
/*
note that SDL_GL_Delete context makes it current without passing the window
*/
int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
int
UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
{
[EAGLContext setCurrentContext: context];
@autoreleasepool {
[EAGLContext setCurrentContext:(__bridge EAGLContext *)context];
}
return 0;
}
void UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
{
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
if (w) {
*w = data.view.backingWidth;
}
if (h) {
*h = data.view.backingHeight;
}
}
}
int
UIKit_GL_LoadLibrary(_THIS, const char *path)
{
@ -71,117 +89,166 @@ UIKit_GL_LoadLibrary(_THIS, const char *path)
void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
{
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
#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;
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.
*/
}
SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
{
SDL_uikitopenglview *view;
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayData *displaydata = display->driverdata;
SDL_DisplayModeData *displaymodedata = display->current_mode.driverdata;
UIWindow *uiwindow = data->uiwindow;
EAGLSharegroup *share_group = nil;
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 */
CGRect frame;
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
frame = [displaydata->uiscreen bounds];
} else {
frame = [displaydata->uiscreen applicationFrame];
}
view = [[SDL_uikitopenglview alloc] initWithFrame: frame
scale: displaymodedata->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
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;
}
EAGLContext *context = view.context;
if (UIKit_GL_MakeCurrent(_this, window, context) < 0) {
UIKit_GL_DeleteContext(_this, context);
return NULL;
}
/* Make this window the current mouse focus for touch input */
if (displaydata->uiscreen == [UIScreen mainScreen]) {
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
}
return context;
}
void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
{
SDL_Window *window;
/* Find the view associated with this context */
for (window = _this->windows; window; window = window->next) {
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
SDL_uikitopenglview *view = data->view;
if (view.context == context) {
/* the delegate has retained the view, this will release him */
if (view->viewcontroller) {
UIWindow *uiwindow = (UIWindow *)view.superview;
if (uiwindow.rootViewController == view->viewcontroller) {
uiwindow.rootViewController = nil;
}
[view->viewcontroller setView:nil];
[view->viewcontroller release];
}
[view removeFromSuperview];
/* FIXME: This doesn't actually call view dealloc - what is holding a reference to it? */
[view release];
if (data.view == nil) {
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.
*/
}
}
SDL_GLContext
UIKit_GL_CreateContext(_THIS, SDL_Window * window)
{
@autoreleasepool {
SDL_uikitopenglview *view;
SDL_WindowData *data = (__bridge 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.
*/
#ifdef __IPHONE_8_0
if ([uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
scale = uiwindow.screen.nativeScale;
} else
#endif
{
scale = uiwindow.screen.scale;
}
}
if (_this->gl_config.share_with_current_context) {
EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
share_group = 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.view = view;
}
[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;
}
EAGLContext *context = view.context;
if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) {
UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context));
return NULL;
}
/* Make this window the current mouse focus for touch input */
if (uiwindow.screen == [UIScreen mainScreen]) {
SDL_SetMouseFocus(window);
SDL_SetKeyboardFocus(window);
}
/* We return a +1'd context. The window's driverdata owns the view. */
return (SDL_GLContext) CFBridgingRetain(context);
}
}
void
UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
{
@autoreleasepool {
/* Transfer ownership the +1'd context to ARC. */
EAGLContext *eaglcontext = (EAGLContext *) CFBridgingRelease(context);
SDL_Window *window;
/* Find the view associated with this context */
for (window = _this->windows; window; window = window->next) {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
SDL_uikitopenglview *view = data.view;
if (view.context == eaglcontext) {
/* the delegate has retained the view, this will release him */
if (view.viewcontroller) {
UIWindow *uiwindow = (UIWindow *)view.superview;
if (uiwindow.rootViewController == view.viewcontroller) {
uiwindow.rootViewController = nil;
}
view.viewcontroller.view = nil;
view.viewcontroller = nil;
}
[view removeFromSuperview];
data.view = nil;
return;
}
}
}
}
Uint32 SDL_iPhoneGetViewRenderbuffer(SDL_Window * window)
{
if (!window) {
SDL_SetError("Invalid window");
return 0;
}
/* View not found... delete the context anyway? */
[(EAGLContext *)context release];
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
if (data.view != nil) {
return data.view.drawableRenderbuffer;
} else {
return 0;
}
}
}
Uint32 SDL_iPhoneGetViewFramebuffer(SDL_Window * window)
{
if (!window) {
SDL_SetError("Invalid window");
return 0;
}
@autoreleasepool {
SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
if (data.view != nil) {
return data.view.drawableFramebuffer;
} else {
return 0;
}
}
}
#endif /* SDL_VIDEO_DRIVER_UIKIT */

View File

@ -21,60 +21,45 @@
#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import <OpenGLES/gltypes.h>
#import "SDL_uikitview.h"
/*
This class wraps the CAEAGLLayer from CoreAnimation into a convenient UIView subclass.
The view content is basically an EAGL surface you render your OpenGL scene into.
Note that setting the view non-opaque will only work if the EAGL surface has an alpha channel.
*/
@interface SDL_uikitopenglview : SDL_uikitview {
@interface SDL_uikitopenglview : SDL_uikitview
@private
/* The pixel dimensions of the backbuffer */
GLint backingWidth;
GLint backingHeight;
- (id)initWithFrame:(CGRect)frame
scale:(CGFloat)scale
retainBacking:(BOOL)retained
rBits:(int)rBits
gBits:(int)gBits
bBits:(int)bBits
aBits:(int)aBits
depthBits:(int)depthBits
stencilBits:(int)stencilBits
sRGB:(BOOL)sRGB
majorVersion:(int)majorVersion
shareGroup:(EAGLSharegroup*)shareGroup;
EAGLContext *context;
@property (nonatomic, strong, readonly) EAGLContext *context;
/* OpenGL names for the renderbuffer and framebuffers used to render to this view */
GLuint viewRenderbuffer, viewFramebuffer;
/* The width and height of the drawable in pixels (as opposed to points.) */
@property (nonatomic, readonly) int backingWidth;
@property (nonatomic, readonly) int backingHeight;
/* OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
GLuint depthRenderbuffer;
/* format of depthRenderbuffer */
GLenum depthBufferFormat;
id displayLink;
int animationInterval;
void (*animationCallback)(void*);
void *animationCallbackParam;
}
@property (nonatomic, retain, readonly) EAGLContext *context;
@property (nonatomic, readonly) GLuint drawableRenderbuffer;
@property (nonatomic, readonly) GLuint drawableFramebuffer;
- (void)swapBuffers;
- (void)setCurrentContext;
- (id)initWithFrame:(CGRect)frame
scale:(CGFloat)scale
retainBacking:(BOOL)retained
rBits:(int)rBits
gBits:(int)gBits
bBits:(int)bBits
aBits:(int)aBits
depthBits:(int)depthBits
stencilBits:(int)stencilBits
majorVersion:(int)majorVersion
shareGroup:(EAGLSharegroup*)shareGroup;
- (void)updateFrame;
- (void)setAnimationCallback:(int)interval
callback:(void (*)(void*))callback
callbackParam:(void*)callbackParam;
callback:(void (*)(void*))callback
callbackParam:(void*)callbackParam;
- (void)startAnimation;
- (void)stopAnimation;

View File

@ -24,44 +24,82 @@
#include <QuartzCore/QuartzCore.h>
#include <OpenGLES/EAGLDrawable.h>
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#include "SDL_uikitopenglview.h"
#include "SDL_uikitmessagebox.h"
#include "SDL_uikitvideo.h"
@implementation SDL_uikitopenglview
@implementation SDL_uikitopenglview {
/* OpenGL names for the renderbuffer and framebuffers used to render to this view */
GLuint viewRenderbuffer, viewFramebuffer;
/* OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
GLuint depthRenderbuffer;
/* format of depthRenderbuffer */
GLenum depthBufferFormat;
id displayLink;
int animationInterval;
void (*animationCallback)(void*);
void *animationCallbackParam;
}
@synthesize context;
@synthesize backingWidth;
@synthesize backingHeight;
+ (Class)layerClass
{
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame
scale:(CGFloat)scale
scale:(CGFloat)scale
retainBacking:(BOOL)retained
rBits:(int)rBits
gBits:(int)gBits
bBits:(int)bBits
aBits:(int)aBits
depthBits:(int)depthBits
stencilBits:(int)stencilBits
majorVersion:(int)majorVersion
shareGroup:(EAGLSharegroup*)shareGroup
rBits:(int)rBits
gBits:(int)gBits
bBits:(int)bBits
aBits:(int)aBits
depthBits:(int)depthBits
stencilBits:(int)stencilBits
sRGB:(BOOL)sRGB
majorVersion:(int)majorVersion
shareGroup:(EAGLSharegroup*)shareGroup
{
depthBufferFormat = 0;
if ((self = [super initWithFrame:frame])) {
const BOOL useStencilBuffer = (stencilBits != 0);
const BOOL useDepthBuffer = (depthBits != 0);
NSString *colorFormat = nil;
self.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
self.autoresizesSubviews = YES;
/* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
versions, and this allows us to handle future OpenGL ES versions.
*/
EAGLRenderingAPI api = majorVersion;
if (rBits == 8 && gBits == 8 && bBits == 8) {
context = [[EAGLContext alloc] initWithAPI:api sharegroup:shareGroup];
if (!context || ![EAGLContext setCurrentContext:context]) {
SDL_SetError("OpenGL ES %d not supported", majorVersion);
return nil;
}
if (sRGB) {
/* sRGB EAGL drawable support was added in iOS 7. */
if (UIKit_IsSystemVersionAtLeast(@"7.0")) {
colorFormat = kEAGLColorFormatSRGBA8;
} else {
SDL_SetError("sRGB drawables are not supported.");
return nil;
}
} else if (rBits >= 8 || gBits >= 8 || bBits >= 8) {
/* if user specifically requests rbg888 or some color format higher than 16bpp */
colorFormat = kEAGLColorFormatRGBA8;
} else {
@ -73,90 +111,100 @@
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:api sharegroup:shareGroup];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
SDL_SetError("OpenGL ES %d not supported", majorVersion);
return nil;
}
eaglLayer.drawableProperties = @{
kEAGLDrawablePropertyRetainedBacking: @(retained),
kEAGLDrawablePropertyColorFormat: colorFormat
};
/* Set the appropriate scale (for retina display support) */
self.contentScaleFactor = scale;
/* create the buffers */
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
/* Create the color Renderbuffer Object */
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
if (![context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer]) {
SDL_SetError("Failed to create OpenGL ES drawable");
return nil;
}
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
/* Create the Framebuffer Object */
glGenFramebuffers(1, &viewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
/* attach the color renderbuffer to the FBO */
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
if ((useDepthBuffer) || (useStencilBuffer)) {
if (useStencilBuffer) {
/* Apparently you need to pack stencil and depth into one buffer. */
depthBufferFormat = GL_DEPTH24_STENCIL8_OES;
} else if (useDepthBuffer) {
/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16_OES */
/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16 */
depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
}
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
if (useDepthBuffer) {
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
}
if (useStencilBuffer) {
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
}
}
if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
return NO;
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
SDL_SetError("Failed creating OpenGL ES framebuffer");
return nil;
}
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
/* end create buffers */
self.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
self.autoresizesSubviews = YES;
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
}
return self;
}
- (GLuint)drawableRenderbuffer
{
return viewRenderbuffer;
}
- (GLuint)drawableFramebuffer
{
return viewFramebuffer;
}
- (void)updateFrame
{
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, 0);
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebuffer(GL_FRAMEBUFFER, viewFramebuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
glDeleteRenderbuffers(1, &viewRenderbuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGenRenderbuffers(1, &viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, viewRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
if (depthRenderbuffer != 0) {
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthBufferFormat, backingWidth, backingHeight);
}
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
}
- (void)setAnimationCallback:(int)interval
callback:(void (*)(void*))callback
callbackParam:(void*)callbackParam
callback:(void (*)(void*))callback
callbackParam:(void*)callbackParam
{
[self stopAnimation];
@ -164,8 +212,9 @@
animationCallback = callback;
animationCallbackParam = callbackParam;
if (animationCallback)
if (animationCallback) {
[self startAnimation];
}
}
- (void)startAnimation
@ -194,31 +243,36 @@
[EAGLContext setCurrentContext:context];
}
- (void)swapBuffers
{
/* viewRenderbuffer should always be bound here. Code that binds something
else is responsible for rebinding viewRenderbuffer, to reduce
duplicate state changes. */
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
else is responsible for rebinding viewRenderbuffer, to reduce duplicate
state changes. */
[context presentRenderbuffer:GL_RENDERBUFFER];
}
- (void)layoutSubviews
{
[super layoutSubviews];
[EAGLContext setCurrentContext:context];
[self updateFrame];
}
- (void)destroyFramebuffer
{
glDeleteFramebuffersOES(1, &viewFramebuffer);
viewFramebuffer = 0;
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
viewRenderbuffer = 0;
if (viewFramebuffer != 0) {
glDeleteFramebuffers(1, &viewFramebuffer);
viewFramebuffer = 0;
}
if (depthRenderbuffer) {
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
if (viewRenderbuffer != 0) {
glDeleteRenderbuffers(1, &viewRenderbuffer);
viewRenderbuffer = 0;
}
if (depthRenderbuffer != 0) {
glDeleteRenderbuffers(1, &depthRenderbuffer);
depthRenderbuffer = 0;
}
}
@ -226,12 +280,10 @@
- (void)dealloc
{
[self destroyFramebuffer];
if ([EAGLContext currentContext] == context) {
[self destroyFramebuffer];
[EAGLContext setCurrentContext:nil];
}
[context release];
[super dealloc];
}
@end

View File

@ -25,20 +25,8 @@
#include "../SDL_sysvideo.h"
#ifndef __IPHONE_6_0
/* This enum isn't available in older SDKs, but we use it for our own purposes on iOS 5.1 and for the system on iOS 6.0 */
enum UIInterfaceOrientationMask
{
UIInterfaceOrientationMaskPortrait = (1 << UIInterfaceOrientationPortrait),
UIInterfaceOrientationMaskLandscapeLeft = (1 << UIInterfaceOrientationLandscapeLeft),
UIInterfaceOrientationMaskLandscapeRight = (1 << UIInterfaceOrientationLandscapeRight),
UIInterfaceOrientationMaskPortraitUpsideDown = (1 << UIInterfaceOrientationPortraitUpsideDown),
UIInterfaceOrientationMaskLandscape = (UIInterfaceOrientationMaskLandscapeLeft | UIInterfaceOrientationMaskLandscapeRight),
UIInterfaceOrientationMaskAll = (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskLandscapeLeft | UIInterfaceOrientationMaskLandscapeRight | UIInterfaceOrientationMaskPortraitUpsideDown),
UIInterfaceOrientationMaskAllButUpsideDown = (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskLandscapeLeft | UIInterfaceOrientationMaskLandscapeRight),
};
#endif /* !__IPHONE_6_0 */
BOOL UIKit_IsSystemVersionAtLeast(NSString *version);
CGRect UIKit_ComputeViewFrame(SDL_Window *window, UIScreen *screen);
#endif /* _SDL_uikitvideo_h */

View File

@ -78,12 +78,11 @@ UIKit_CreateDevice(int devindex)
device->ShowWindow = UIKit_ShowWindow;
device->HideWindow = UIKit_HideWindow;
device->RaiseWindow = UIKit_RaiseWindow;
device->SetWindowBordered = UIKit_SetWindowBordered;
device->SetWindowFullscreen = UIKit_SetWindowFullscreen;
device->DestroyWindow = UIKit_DestroyWindow;
device->GetWindowWMInfo = UIKit_GetWindowWMInfo;
/* !!! FIXME: implement SetWindowBordered */
#if SDL_IPHONE_KEYBOARD
device->HasScreenKeyboardSupport = UIKit_HasScreenKeyboardSupport;
device->ShowScreenKeyboard = UIKit_ShowScreenKeyboard;
@ -93,12 +92,13 @@ UIKit_CreateDevice(int devindex)
#endif
/* OpenGL (ES) functions */
device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
device->GL_SwapWindow = UIKit_GL_SwapWindow;
device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
device->GL_GetDrawableSize = UIKit_GL_GetDrawableSize;
device->GL_SwapWindow = UIKit_GL_SwapWindow;
device->GL_CreateContext = UIKit_GL_CreateContext;
device->GL_DeleteContext = UIKit_GL_DeleteContext;
device->GL_GetProcAddress = UIKit_GL_GetProcAddress;
device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
device->free = UIKit_DeleteDevice;
device->gl_config.accelerated = 1;
@ -129,6 +129,26 @@ UIKit_VideoQuit(_THIS)
UIKit_QuitModes(_this);
}
BOOL
UIKit_IsSystemVersionAtLeast(NSString *version)
{
NSString *sysversion = [UIDevice currentDevice].systemVersion;
return [sysversion compare:version options:NSNumericSearch] != NSOrderedAscending;
}
CGRect
UIKit_ComputeViewFrame(SDL_Window *window, UIScreen *screen)
{
BOOL hasiOS7 = UIKit_IsSystemVersionAtLeast(@"7.0");
if (hasiOS7 || (window->flags & (SDL_WINDOW_BORDERLESS|SDL_WINDOW_FULLSCREEN))) {
/* The view should always show behind the status bar in iOS 7+. */
return screen.bounds;
} else {
return screen.applicationFrame;
}
}
/*
* iOS log support.
*

View File

@ -24,34 +24,14 @@
#include "SDL_touch.h"
#define IPHONE_TOUCH_EFFICIENT_DANGEROUS
#ifndef IPHONE_TOUCH_EFFICIENT_DANGEROUS
#define MAX_SIMULTANEOUS_TOUCHES 5
#endif
#if SDL_IPHONE_KEYBOARD
@interface SDL_uikitview : UIView<UITextFieldDelegate> {
@interface SDL_uikitview : UIView <UITextFieldDelegate>
#else
@interface SDL_uikitview : UIView {
@interface SDL_uikitview : UIView
#endif
SDL_TouchID touchId;
UITouch *leftFingerDown;
#ifndef IPHONE_TOUCH_EFFICIENT_DANGEROUS
UITouch *finger[MAX_SIMULTANEOUS_TOUCHES];
#endif
@property (nonatomic, weak) SDL_uikitviewcontroller *viewcontroller;
#if SDL_IPHONE_KEYBOARD
UITextField *textField;
BOOL keyboardVisible;
SDL_Rect textInputRect;
int keyboardHeight;
#endif
@public
SDL_uikitviewcontroller *viewcontroller;
}
- (CGPoint)touchLocation:(UITouch *)touch shouldNormalize:(BOOL)normalize;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
@ -61,9 +41,10 @@
- (void)showKeyboard;
- (void)hideKeyboard;
- (void)initializeKeyboard;
@property (readonly) BOOL keyboardVisible;
@property (nonatomic,assign) SDL_Rect textInputRect;
@property (nonatomic,assign) int keyboardHeight;
@property (nonatomic, assign, getter=isKeyboardVisible) BOOL keyboardVisible;
@property (nonatomic, assign) SDL_Rect textInputRect;
@property (nonatomic, assign) int keyboardHeight;
SDL_bool UIKit_HasScreenKeyboardSupport(_THIS);
void UIKit_ShowScreenKeyboard(_THIS, SDL_Window *window);

View File

@ -35,27 +35,33 @@
#include "SDL_uikitmodes.h"
#include "SDL_uikitwindow.h"
void _uikit_keyboard_init() ;
void _uikit_keyboard_init();
@implementation SDL_uikitview
@implementation SDL_uikitview {
SDL_TouchID touchId;
UITouch *leftFingerDown;
#if SDL_IPHONE_KEYBOARD
UITextField *textField;
#endif
- (void)dealloc
{
[super dealloc];
}
@synthesize viewcontroller;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame: frame];
if (self = [super initWithFrame: frame]) {
#if SDL_IPHONE_KEYBOARD
[self initializeKeyboard];
[self initializeKeyboard];
#endif
self.multipleTouchEnabled = YES;
self.multipleTouchEnabled = YES;
touchId = 1;
SDL_AddTouch(touchId, "");
touchId = 1;
SDL_AddTouch(touchId, "");
}
return self;
@ -65,91 +71,48 @@ void _uikit_keyboard_init() ;
{
CGPoint point = [touch locationInView: self];
/* Get the display scale and apply that to the input coordinates */
SDL_Window *window = self->viewcontroller.window;
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayModeData *displaymodedata = (SDL_DisplayModeData *) display->current_mode.driverdata;
if (normalize) {
CGRect bounds = [self bounds];
CGRect bounds = self.bounds;
point.x /= bounds.size.width;
point.y /= bounds.size.height;
} else {
point.x *= displaymodedata->scale;
point.y *= displaymodedata->scale;
}
return point;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
while (touch) {
for (UITouch *touch in touches) {
if (!leftFingerDown) {
CGPoint locationInView = [self touchLocation:touch shouldNormalize:NO];
/* send moved event */
SDL_SendMouseMotion(self->viewcontroller.window, SDL_TOUCH_MOUSEID, 0, locationInView.x, locationInView.y);
SDL_SendMouseMotion(self.viewcontroller.window, SDL_TOUCH_MOUSEID, 0, locationInView.x, locationInView.y);
/* send mouse down event */
SDL_SendMouseButton(self->viewcontroller.window, SDL_TOUCH_MOUSEID, SDL_PRESSED, SDL_BUTTON_LEFT);
SDL_SendMouseButton(self.viewcontroller.window, SDL_TOUCH_MOUSEID, SDL_PRESSED, SDL_BUTTON_LEFT);
leftFingerDown = touch;
}
CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
/* FIXME: TODO: Using touch as the fingerId is potentially dangerous
* It is also much more efficient than storing the UITouch pointer
* and comparing it to the incoming event.
*/
SDL_SendTouch(touchId, (SDL_FingerID)((size_t)touch),
SDL_TRUE, locationInView.x, locationInView.y, 1.0f);
#else
int i;
for(i = 0; i < MAX_SIMULTANEOUS_TOUCHES; i++) {
if (finger[i] == NULL) {
finger[i] = touch;
SDL_SendTouch(touchId, i,
SDL_TRUE, locationInView.x, locationInView.y, 1.0f);
break;
}
}
#endif
touch = (UITouch*)[enumerator nextObject];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
while(touch) {
for (UITouch *touch in touches) {
if (touch == leftFingerDown) {
/* send mouse up */
SDL_SendMouseButton(self->viewcontroller.window, SDL_TOUCH_MOUSEID, SDL_RELEASED, SDL_BUTTON_LEFT);
SDL_SendMouseButton(self.viewcontroller.window, SDL_TOUCH_MOUSEID, SDL_RELEASED, SDL_BUTTON_LEFT);
leftFingerDown = nil;
}
CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
SDL_SendTouch(touchId, (long)touch,
SDL_SendTouch(touchId, (SDL_FingerID)((size_t)touch),
SDL_FALSE, locationInView.x, locationInView.y, 1.0f);
#else
int i;
for (i = 0; i < MAX_SIMULTANEOUS_TOUCHES; i++) {
if (finger[i] == touch) {
SDL_SendTouch(touchId, i,
SDL_FALSE, locationInView.x, locationInView.y, 1.0f);
finger[i] = NULL;
break;
}
}
#endif
touch = (UITouch*)[enumerator nextObject];
}
}
@ -165,32 +128,17 @@ void _uikit_keyboard_init() ;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSEnumerator *enumerator = [touches objectEnumerator];
UITouch *touch = (UITouch*)[enumerator nextObject];
while (touch) {
for (UITouch *touch in touches) {
if (touch == leftFingerDown) {
CGPoint locationInView = [self touchLocation:touch shouldNormalize:NO];
/* send moved event */
SDL_SendMouseMotion(self->viewcontroller.window, SDL_TOUCH_MOUSEID, 0, locationInView.x, locationInView.y);
SDL_SendMouseMotion(self.viewcontroller.window, SDL_TOUCH_MOUSEID, 0, locationInView.x, locationInView.y);
}
CGPoint locationInView = [self touchLocation:touch shouldNormalize:YES];
#ifdef IPHONE_TOUCH_EFFICIENT_DANGEROUS
SDL_SendTouchMotion(touchId, (long)touch,
SDL_SendTouchMotion(touchId, (SDL_FingerID)((size_t)touch),
locationInView.x, locationInView.y, 1.0f);
#else
int i;
for (i = 0; i < MAX_SIMULTANEOUS_TOUCHES; i++) {
if (finger[i] == touch) {
SDL_SendTouchMotion(touchId, i,
locationInView.x, locationInView.y, 1.0f);
break;
}
}
#endif
touch = (UITouch*)[enumerator nextObject];
}
}
@ -199,14 +147,9 @@ void _uikit_keyboard_init() ;
*/
#if SDL_IPHONE_KEYBOARD
@synthesize textInputRect = textInputRect;
@synthesize keyboardHeight = keyboardHeight;
/* Is the iPhone virtual keyboard visible onscreen? */
- (BOOL)keyboardVisible
{
return keyboardVisible;
}
@synthesize textInputRect;
@synthesize keyboardHeight;
@synthesize keyboardVisible;
/* Set ourselves up as a UITextFieldDelegate */
- (void)initializeKeyboard
@ -229,7 +172,6 @@ void _uikit_keyboard_init() ;
keyboardVisible = NO;
/* add the UITextField (hidden) to our view */
[self addSubview: textField];
[textField release];
_uikit_keyboard_init();
}
@ -318,8 +260,8 @@ static SDL_uikitview * getWindowView(SDL_Window * window)
return nil;
}
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
SDL_uikitview *view = data != NULL ? data->view : nil;
SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
SDL_uikitview *view = data != nil ? data.view : nil;
if (view == nil) {
SDL_SetError("Window has no view");
@ -335,44 +277,49 @@ 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.keyboardVisible;
return view.isKeyboardVisible;
}
}
void _uikit_keyboard_update() {
SDL_Window *window = SDL_GetFocusWindow();
if (!window) { return; }
SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
if (!data) { return; }
SDL_uikitview *view = data->view;
SDL_uikitview *view = data.view;
if (!view) { return; }
SDL_Rect r = view.textInputRect;
int height = view.keyboardHeight;
int offsetx = 0;
int offsety = 0;
float scale = [UIScreen mainScreen].scale;
if (height) {
int sw,sh;
SDL_GetWindowSize(window,&sw,&sh);
@ -394,18 +341,16 @@ void _uikit_keyboard_update() {
offsety = -offsety;
}
offsetx /= scale;
offsety /= scale;
view.frame = CGRectMake(offsetx,offsety,view.frame.size.width,view.frame.size.height);
}
void _uikit_keyboard_set_height(int height) {
SDL_uikitview *view = getWindowView(SDL_GetFocusWindow());
if (view == nil) {
return ;
return;
}
view.keyboardVisible = height > 0;
view.keyboardHeight = height;
_uikit_keyboard_update();
}
@ -418,13 +363,12 @@ void _uikit_keyboard_init() {
queue:queue
usingBlock:^(NSNotification *notification) {
int height = 0;
CGSize keyboardSize = [[[notification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
CGSize keyboardSize = [[notification userInfo][UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
height = keyboardSize.height;
UIInterfaceOrientation ui_orient = [[UIApplication sharedApplication] statusBarOrientation];
if (ui_orient == UIInterfaceOrientationLandscapeRight || ui_orient == UIInterfaceOrientationLandscapeLeft) {
height = keyboardSize.width;
}
height *= [UIScreen mainScreen].scale;
_uikit_keyboard_set_height(height);
}
];
@ -444,13 +388,15 @@ 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

@ -23,12 +23,9 @@
#include "../SDL_sysvideo.h"
@interface SDL_uikitviewcontroller : UIViewController {
@private
SDL_Window *window;
}
@interface SDL_uikitviewcontroller : UIViewController
@property (readwrite) SDL_Window *window;
@property (nonatomic, assign) SDL_Window *window;
- (id)initWithSDLWindow:(SDL_Window *)_window;
- (void)loadView;
@ -36,5 +33,6 @@
- (NSUInteger)supportedInterfaceOrientations;
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orient;
- (BOOL)prefersStatusBarHidden;
- (UIStatusBarStyle)preferredStatusBarStyle;
@end

View File

@ -40,12 +40,9 @@
- (id)initWithSDLWindow:(SDL_Window *)_window
{
self = [self init];
if (self == nil) {
return nil;
if (self = [super initWithNibName:nil bundle:nil]) {
self.window = _window;
}
self.window = _window;
return self;
}
@ -56,31 +53,20 @@
- (void)viewDidLayoutSubviews
{
if (self->window->flags & SDL_WINDOW_RESIZABLE) {
SDL_WindowData *data = self->window->driverdata;
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(self->window);
SDL_DisplayModeData *displaymodedata = (SDL_DisplayModeData *) display->current_mode.driverdata;
const CGSize size = data->view.bounds.size;
int w, h;
const CGSize size = self.view.bounds.size;
int w = (int) size.width;
int h = (int) size.height;
w = (int)(size.width * displaymodedata->scale);
h = (int)(size.height * displaymodedata->scale);
SDL_SendWindowEvent(self->window, SDL_WINDOWEVENT_RESIZED, w, h);
}
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, w, h);
}
- (NSUInteger)supportedInterfaceOrientations
{
NSUInteger orientationMask = 0;
const char *hint = SDL_GetHint(SDL_HINT_ORIENTATIONS);
const char *orientationsCString;
if ((orientationsCString = SDL_GetHint(SDL_HINT_ORIENTATIONS)) != NULL) {
BOOL rotate = NO;
NSString *orientationsNSString = [NSString stringWithCString:orientationsCString
encoding:NSUTF8StringEncoding];
NSArray *orientations = [orientationsNSString componentsSeparatedByCharactersInSet:
[NSCharacterSet characterSetWithCharactersInString:@" "]];
if (hint != NULL) {
NSArray *orientations = [@(hint) componentsSeparatedByString:@" "];
if ([orientations containsObject:@"LandscapeLeft"]) {
orientationMask |= UIInterfaceOrientationMaskLandscapeLeft;
@ -94,14 +80,17 @@
if ([orientations containsObject:@"PortraitUpsideDown"]) {
orientationMask |= UIInterfaceOrientationMaskPortraitUpsideDown;
}
}
} else if (self->window->flags & SDL_WINDOW_RESIZABLE) {
if (orientationMask == 0 && (window->flags & SDL_WINDOW_RESIZABLE)) {
orientationMask = UIInterfaceOrientationMaskAll; /* any orientation is okay. */
} else {
if (self->window->w >= self->window->h) {
}
if (orientationMask == 0) {
if (window->w >= window->h) {
orientationMask |= UIInterfaceOrientationMaskLandscape;
}
if (self->window->h >= self->window->w) {
if (window->h >= window->w) {
orientationMask |= (UIInterfaceOrientationMaskPortrait | UIInterfaceOrientationMaskPortraitUpsideDown);
}
}
@ -121,13 +110,19 @@
- (BOOL)prefersStatusBarHidden
{
if (self->window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
return YES;
} else {
return NO;
}
}
- (UIStatusBarStyle)preferredStatusBarStyle
{
/* We assume most games don't have a bright white background. */
return UIStatusBarStyleLightContent;
}
@end
#endif /* SDL_VIDEO_DRIVER_UIKIT */

View File

@ -26,12 +26,11 @@
#import "SDL_uikitopenglview.h"
#import "SDL_uikitviewcontroller.h"
typedef struct SDL_WindowData SDL_WindowData;
extern int UIKit_CreateWindow(_THIS, SDL_Window * window);
extern void UIKit_ShowWindow(_THIS, SDL_Window * window);
extern void UIKit_HideWindow(_THIS, SDL_Window * window);
extern void UIKit_RaiseWindow(_THIS, SDL_Window * window);
extern void UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered);
extern void UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
extern void UIKit_DestroyWindow(_THIS, SDL_Window * window);
extern SDL_bool UIKit_GetWindowWMInfo(_THIS, SDL_Window * window,
@ -39,12 +38,17 @@ extern SDL_bool UIKit_GetWindowWMInfo(_THIS, SDL_Window * window,
@class UIWindow;
struct SDL_WindowData
{
UIWindow *uiwindow;
SDL_uikitopenglview *view;
SDL_uikitviewcontroller *viewcontroller;
};
@interface SDL_uikitwindow : UIWindow
@end
@interface SDL_WindowData : NSObject
@property (nonatomic, strong) SDL_uikitwindow *uiwindow;
@property (nonatomic, strong) SDL_uikitopenglview *view;
@property (nonatomic, strong) SDL_uikitviewcontroller *viewcontroller;
@end
#endif /* _SDL_uikitwindow_h */

View File

@ -41,43 +41,56 @@
#include <Foundation/Foundation.h>
@implementation SDL_uikitwindow
- (void)layoutSubviews
{
[super layoutSubviews];
/* This seems to be needed on iOS 8, otherwise the window's frame is put in
* an unexpected position when the screen or device is rotated.
* FIXME: is there a better solution to that problem than this ugly hack?
*/
self.frame = self.screen.bounds;
}
@end
@implementation SDL_WindowData
@synthesize uiwindow;
@synthesize view;
@synthesize viewcontroller;
@end
static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
static int SetupWindowData(_THIS, SDL_Window *window, SDL_uikitwindow *uiwindow, SDL_bool created)
{
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
SDL_DisplayModeData *displaymodedata = (SDL_DisplayModeData *) display->current_mode.driverdata;
SDL_DisplayData *displaydata = (SDL_DisplayData *) display->driverdata;
SDL_WindowData *data;
SDL_DisplayData *displaydata = (__bridge SDL_DisplayData *) display->driverdata;
/* Allocate the window data */
data = (SDL_WindowData *)SDL_malloc(sizeof(*data));
SDL_WindowData *data = [[SDL_WindowData alloc] init];
if (!data) {
return SDL_OutOfMemory();
}
data->uiwindow = uiwindow;
data->viewcontroller = nil;
data->view = nil;
data.uiwindow = uiwindow;
/* Fill in the SDL window with the window data */
{
window->x = 0;
window->y = 0;
CGRect bounds;
if (window->flags & (SDL_WINDOW_FULLSCREEN|SDL_WINDOW_BORDERLESS)) {
bounds = [displaydata->uiscreen bounds];
} else {
bounds = [displaydata->uiscreen applicationFrame];
}
CGRect frame = UIKit_ComputeViewFrame(window, displaydata.uiscreen);
/* Get frame dimensions in pixels */
int width = (int)(bounds.size.width * displaymodedata->scale);
int height = (int)(bounds.size.height * displaymodedata->scale);
/* Get frame dimensions */
int width = (int) frame.size.width;
int height = (int) frame.size.height;
/* Make sure the width/height are oriented correctly */
if (UIKit_IsDisplayLandscape(displaydata->uiscreen) != (width > height)) {
if (UIKit_IsDisplayLandscape(displaydata.uiscreen) != (width > height)) {
int temp = width;
width = height;
height = temp;
@ -87,7 +100,7 @@ static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bo
window->h = height;
}
window->driverdata = data;
window->driverdata = (void *) CFBridgingRetain(data);
/* only one window on iOS, always shown */
window->flags &= ~SDL_WINDOW_HIDDEN;
@ -96,7 +109,7 @@ static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bo
* This is only set if the window is on the main screen. Other screens
* just force the window to have the borderless flag.
*/
if (displaydata->uiscreen == [UIScreen mainScreen]) {
if (displaydata.uiscreen == [UIScreen mainScreen]) {
window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
/* This was setup earlier for our window, and in iOS 7 is controlled by the view, not the application
@ -116,10 +129,8 @@ static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bo
* device orientation changes. This will trigger resize events, if
* appropriate.
*/
SDL_uikitviewcontroller *controller;
controller = [SDL_uikitviewcontroller alloc];
data->viewcontroller = [controller initWithSDLWindow:window];
[data->viewcontroller setTitle:@"SDL App"]; /* !!! FIXME: hook up SDL_SetWindowTitle() */
data.viewcontroller = [[SDL_uikitviewcontroller alloc] initWithSDLWindow:window];
data.viewcontroller.title = @"SDL App"; /* !!! FIXME: hook up SDL_SetWindowTitle() */
return 0;
}
@ -127,105 +138,109 @@ static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bo
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 = (__bridge 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 = (__bridge 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? */
UIWindow *uiwindow = [UIWindow alloc];
uiwindow = [uiwindow 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];
}
}
}
/* 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) {
return -1;
}
if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
[uiwindow release];
return -1;
}
return 1;
}
void
UIKit_ShowWindow(_THIS, SDL_Window * window)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
@autoreleasepool {
UIWindow *uiwindow = ((__bridge 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 = ((__bridge SDL_WindowData *) window->driverdata).uiwindow;
uiwindow.hidden = YES;
uiwindow.hidden = YES;
}
}
void
@ -239,91 +254,106 @@ UIKit_RaiseWindow(_THIS, SDL_Window * window)
_this->GL_MakeCurrent(_this, _this->current_glwin, _this->current_glctx);
}
static void
UIKit_UpdateWindowBorder(_THIS, SDL_Window * window)
{
SDL_WindowData *windowdata = (__bridge SDL_WindowData *) window->driverdata;
SDL_uikitviewcontroller *viewcontroller = windowdata.viewcontroller;
CGRect frame;
if (windowdata.uiwindow.screen == [UIScreen mainScreen]) {
if (window->flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS)) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
/* iOS 7+ won't update the status bar until we tell it to. */
if ([viewcontroller respondsToSelector:@selector(setNeedsStatusBarAppearanceUpdate)]) {
[viewcontroller setNeedsStatusBarAppearanceUpdate];
}
}
/* Update the view's frame to account for the status bar change. */
frame = UIKit_ComputeViewFrame(window, windowdata.uiwindow.screen);
windowdata.view.frame = frame;
[windowdata.view setNeedsLayout];
[windowdata.view layoutIfNeeded];
/* Get frame dimensions */
int width = (int) frame.size.width;
int height = (int) frame.size.height;
/* We can pick either width or height here and we'll rotate the
screen to match, so we pick the closest to what we wanted.
*/
if (window->w >= window->h) {
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, SDL_max(width, height), SDL_min(width, height));
} else {
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, SDL_min(width, height), SDL_max(width, height));
}
}
void
UIKit_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered)
{
@autoreleasepool {
UIKit_UpdateWindowBorder(_this, window);
}
}
void
UIKit_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
{
SDL_DisplayData *displaydata = (SDL_DisplayData *) display->driverdata;
SDL_DisplayModeData *displaymodedata = (SDL_DisplayModeData *) display->current_mode.driverdata;
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
if (fullscreen) {
[UIApplication sharedApplication].statusBarHidden = YES;
} else {
[UIApplication sharedApplication].statusBarHidden = NO;
}
CGRect bounds;
if (fullscreen) {
bounds = [displaydata->uiscreen bounds];
} else {
bounds = [displaydata->uiscreen applicationFrame];
}
/* Get frame dimensions in pixels */
int width = (int)(bounds.size.width * displaymodedata->scale);
int height = (int)(bounds.size.height * displaymodedata->scale);
/* We can pick either width or height here and we'll rotate the
screen to match, so we pick the closest to what we wanted.
*/
if (window->w >= window->h) {
if (width > height) {
window->w = width;
window->h = height;
} else {
window->w = height;
window->h = width;
}
} else {
if (width > height) {
window->w = height;
window->h = width;
} else {
window->w = width;
window->h = height;
}
@autoreleasepool {
UIKit_UpdateWindowBorder(_this, window);
}
}
void
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 (window->driverdata != NULL) {
CFRelease(window->driverdata);
}
}
window->driverdata = NULL;
}
SDL_bool
UIKit_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
{
UIWindow *uiwindow = ((SDL_WindowData *) window->driverdata)->uiwindow;
@autoreleasepool {
UIWindow *uiwindow = ((__bridge 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;
}
}
}
int
SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam)
{
SDL_WindowData *data = window ? (SDL_WindowData *)window->driverdata : NULL;
@autoreleasepool {
SDL_WindowData *data = window ? (__bridge SDL_WindowData *)window->driverdata : nil;
if (!data || !data->view) {
return SDL_SetError("Invalid window or view not set");
if (!data || !data.view) {
return SDL_SetError("Invalid window or view not set");
}
[data.view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
}
[data->view setAnimationCallback:interval callback:callback callbackParam:callbackParam];
return 0;
}