2 Simple DirectMedia Layer
3 Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
21 #include "../../SDL_internal.h"
23 #if SDL_VIDEO_DRIVER_UIKIT
25 #include "SDL_uikitopengles.h"
26 #import "SDL_uikitopenglview.h"
27 #include "SDL_uikitmodes.h"
28 #include "SDL_uikitwindow.h"
29 #include "SDL_uikitevents.h"
30 #include "../SDL_sysvideo.h"
31 #include "../../events/SDL_keyboard_c.h"
32 #include "../../events/SDL_mouse_c.h"
33 #include "../../power/uikit/SDL_syspower.h"
34 #include "SDL_loadso.h"
37 @interface SDLEAGLContext : EAGLContext
39 /* The OpenGL ES context owns a view / drawable. */
40 @property (nonatomic, strong) SDL_uikitopenglview *sdlView;
44 @implementation SDLEAGLContext
48 /* When the context is deallocated, its view should be removed from any
49 * SDL window that it's attached to. */
50 [self.sdlView setSDLWindow:NULL];
56 UIKit_GL_GetProcAddress(_THIS, const char *proc)
58 /* Look through all SO's for the proc symbol. Here's why:
59 * -Looking for the path to the OpenGL Library seems not to work in the iOS Simulator.
60 * -We don't know that the path won't change in the future. */
61 return dlsym(RTLD_DEFAULT, proc);
65 note that SDL_GL_DeleteContext makes it current without passing the window
68 UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
71 SDLEAGLContext *eaglcontext = (__bridge SDLEAGLContext *) context;
73 if (![EAGLContext setCurrentContext:eaglcontext]) {
74 return SDL_SetError("Could not make EAGL context current");
78 [eaglcontext.sdlView setSDLWindow:window];
86 UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
89 SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
90 UIView *view = data.viewcontroller.view;
91 if ([view isKindOfClass:[SDL_uikitopenglview class]]) {
92 SDL_uikitopenglview *glview = (SDL_uikitopenglview *) view;
94 *w = glview.backingWidth;
97 *h = glview.backingHeight;
104 UIKit_GL_LoadLibrary(_THIS, const char *path)
106 /* We shouldn't pass a path to this function, since we've already loaded the
109 return SDL_SetError("iOS GL Load Library just here for compatibility");
114 void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
117 SDLEAGLContext *context = (__bridge SDLEAGLContext *) SDL_GL_GetCurrentContext();
120 /* Check once a frame to see if we should turn off the battery monitor. */
121 SDL_UIKit_UpdateBatteryMonitoring();
124 [context.sdlView swapBuffers];
126 /* You need to pump events in order for the OS to make changes visible.
127 * We don't pump events here because we don't want iOS application events
128 * (low memory, terminate, etc.) to happen inside low level rendering. */
133 UIKit_GL_CreateContext(_THIS, SDL_Window * window)
136 SDLEAGLContext *context = nil;
137 SDL_uikitopenglview *view;
138 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
139 CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
140 EAGLSharegroup *sharegroup = nil;
144 /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
146 EAGLRenderingAPI api = _this->gl_config.major_version;
148 if (_this->gl_config.multisamplebuffers > 0) {
149 samples = _this->gl_config.multisamplesamples;
152 if (_this->gl_config.share_with_current_context) {
153 EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
154 sharegroup = context.sharegroup;
157 if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
158 /* Set the scale to the natural scale factor of the screen - the
159 * backing dimensions of the OpenGL view will match the pixel
160 * dimensions of the screen rather than the dimensions in points. */
162 if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
163 scale = data.uiwindow.screen.nativeScale;
167 scale = data.uiwindow.screen.scale;
171 context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup];
173 SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version);
177 /* construct our view, passing in SDL's OpenGL configuration data */
178 view = [[SDL_uikitopenglview alloc] initWithFrame:frame
180 retainBacking:_this->gl_config.retained_backing
181 rBits:_this->gl_config.red_size
182 gBits:_this->gl_config.green_size
183 bBits:_this->gl_config.blue_size
184 aBits:_this->gl_config.alpha_size
185 depthBits:_this->gl_config.depth_size
186 stencilBits:_this->gl_config.stencil_size
187 sRGB:_this->gl_config.framebuffer_srgb_capable
195 /* The context owns the view / drawable. */
196 context.sdlView = view;
198 if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) {
199 UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context));
203 /* We return a +1'd context. The window's driverdata owns the view (via
205 return (SDL_GLContext) CFBridgingRetain(context);
210 UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
213 /* The context was retained in SDL_GL_CreateContext, so we release it
214 * here. The context's view will be detached from its window when the
215 * context is deallocated. */
220 #endif /* SDL_VIDEO_DRIVER_UIKIT */
222 /* vi: set ts=4 sw=4 expandtab: */