2 Simple DirectMedia Layer
3 Copyright (C) 1997-2020 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 && (SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2)
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;
100 SDL_GetWindowSize(window, w, h);
106 UIKit_GL_LoadLibrary(_THIS, const char *path)
108 /* We shouldn't pass a path to this function, since we've already loaded the
111 return SDL_SetError("iOS GL Load Library just here for compatibility");
116 int UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
119 SDLEAGLContext *context = (__bridge SDLEAGLContext *) SDL_GL_GetCurrentContext();
122 /* Check once a frame to see if we should turn off the battery monitor. */
123 SDL_UIKit_UpdateBatteryMonitoring();
126 [context.sdlView swapBuffers];
128 /* You need to pump events in order for the OS to make changes visible.
129 * We don't pump events here because we don't want iOS application events
130 * (low memory, terminate, etc.) to happen inside low level rendering. */
136 UIKit_GL_CreateContext(_THIS, SDL_Window * window)
139 SDLEAGLContext *context = nil;
140 SDL_uikitopenglview *view;
141 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
142 CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
143 EAGLSharegroup *sharegroup = nil;
146 int major = _this->gl_config.major_version;
147 int minor = _this->gl_config.minor_version;
149 /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
151 EAGLRenderingAPI api = major;
153 /* iOS currently doesn't support GLES >3.0. iOS 6 also only supports up
155 if (major > 3 || (major == 3 && (minor > 0 || !UIKit_IsSystemVersionAtLeast(7.0)))) {
156 SDL_SetError("OpenGL ES %d.%d context could not be created", major, minor);
160 if (_this->gl_config.multisamplebuffers > 0) {
161 samples = _this->gl_config.multisamplesamples;
164 if (_this->gl_config.share_with_current_context) {
165 EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
166 sharegroup = context.sharegroup;
169 if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
170 /* Set the scale to the natural scale factor of the screen - the
171 * backing dimensions of the OpenGL view will match the pixel
172 * dimensions of the screen rather than the dimensions in points. */
173 if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
174 scale = data.uiwindow.screen.nativeScale;
176 scale = data.uiwindow.screen.scale;
180 context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup];
182 SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version);
186 /* construct our view, passing in SDL's OpenGL configuration data */
187 view = [[SDL_uikitopenglview alloc] initWithFrame:frame
189 retainBacking:_this->gl_config.retained_backing
190 rBits:_this->gl_config.red_size
191 gBits:_this->gl_config.green_size
192 bBits:_this->gl_config.blue_size
193 aBits:_this->gl_config.alpha_size
194 depthBits:_this->gl_config.depth_size
195 stencilBits:_this->gl_config.stencil_size
196 sRGB:_this->gl_config.framebuffer_srgb_capable
204 /* The context owns the view / drawable. */
205 context.sdlView = view;
207 if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) {
208 UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context));
212 /* We return a +1'd context. The window's driverdata owns the view (via
214 return (SDL_GLContext) CFBridgingRetain(context);
219 UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
222 /* The context was retained in SDL_GL_CreateContext, so we release it
223 * here. The context's view will be detached from its window when the
224 * context is deallocated. */
230 UIKit_GL_RestoreCurrentContext(void)
233 /* Some iOS system functionality (such as Dictation on the on-screen
234 keyboard) uses its own OpenGL ES context but doesn't restore the
235 previous one when it's done. This is a workaround to make sure the
236 expected SDL-created OpenGL ES context is active after the OS is
237 finished running its own code for the frame. If this isn't done, the
238 app may crash or have other nasty symptoms when Dictation is used.
240 EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
241 if (context != NULL && [EAGLContext currentContext] != context) {
242 [EAGLContext setCurrentContext:context];
247 #endif /* SDL_VIDEO_DRIVER_UIKIT */
249 /* vi: set ts=4 sw=4 expandtab: */