Mercurial > sdl-ios-xcode
annotate src/video/uikit/SDL_uikitopengles.m @ 4518:a956a315fe67
Lots of prep for the "real" way to support fullscreen mode on modern window managers.
Unfortunately, this doesn't work. I also noticed that maximizing doesn't work as well. Also xprop hangs when trying to list properties of SDL windows.... ???
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 13 Jul 2010 23:11:10 -0700 |
parents | 06c7423f8c60 |
children | 7b7da52e8775 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 |
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23 #include "SDL_uikitopengles.h" |
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24 #include "SDL_uikitopenglview.h" |
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25 #include "SDL_uikitappdelegate.h" |
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26 #include "SDL_uikitwindow.h" |
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27 #include "jumphack.h" |
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28 #include "SDL_sysvideo.h" |
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29 #include "../../events/SDL_keyboard_c.h" |
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30 #include "../../events/SDL_mouse_c.h" |
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31 #include "SDL_loadso.h" |
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32 #include <dlfcn.h> |
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33 |
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34 static int UIKit_GL_Initialize(_THIS); |
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35 |
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36 void * |
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37 UIKit_GL_GetProcAddress(_THIS, const char *proc) |
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38 { |
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39 /* Look through all SO's for the proc symbol. Here's why: |
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40 -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator. |
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41 -We don't know that the path won't change in the future. |
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42 */ |
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43 return SDL_LoadFunction(RTLD_DEFAULT, proc); |
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44 } |
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45 |
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46 /* |
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47 note that SDL_GL_Delete context makes it current without passing the window |
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48 */ |
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49 int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) |
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50 { |
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51 |
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52 if (context) { |
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53 SDL_WindowData *data = (SDL_WindowData *)window->driverdata; |
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54 [data->view setCurrentContext]; |
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55 } |
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56 else { |
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57 [EAGLContext setCurrentContext: nil]; |
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58 } |
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59 |
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60 return 0; |
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61 } |
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62 |
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63 int |
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64 UIKit_GL_LoadLibrary(_THIS, const char *path) |
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65 { |
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66 /* |
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67 shouldn't be passing a path into this function |
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68 why? Because we've already loaded the library |
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69 and because the SDK forbids loading an external SO |
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70 */ |
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71 if (path != NULL) { |
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72 SDL_SetError("iPhone GL Load Library just here for compatibility"); |
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73 return -1; |
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74 } |
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75 return 0; |
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76 } |
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77 |
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78 extern void SDL_UIKit_UpdateBatteryMonitoring(void); |
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79 |
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80 void UIKit_GL_SwapWindow(_THIS, SDL_Window * window) |
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81 { |
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82 #ifdef SDL_POWER_UIKIT |
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83 // Check once a frame to see if we should turn off the battery monitor. |
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84 SDL_UIKit_UpdateBatteryMonitoring(); |
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85 #endif |
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86 |
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87 SDL_WindowData *data = (SDL_WindowData *)window->driverdata; |
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88 |
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89 if (nil == data->view) { |
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90 return; |
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91 } |
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92 [data->view swapBuffers]; |
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93 /* since now we've got something to draw |
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94 make the window visible */ |
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95 [data->uiwindow makeKeyAndVisible]; |
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96 |
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97 /* we need to let the event cycle run, or the OS won't update the OpenGL view! */ |
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98 SDL_PumpEvents(); |
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99 |
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100 } |
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101 |
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102 SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window) |
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103 { |
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104 SDL_uikitopenglview *view; |
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105 SDL_WindowData *data = (SDL_WindowData *) window->driverdata; |
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106 UIScreen *uiscreen = (UIScreen *) window->display->driverdata; |
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107 UIWindow *uiwindow = data->uiwindow; |
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108 |
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109 /* construct our view, passing in SDL's OpenGL configuration data */ |
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110 view = [[SDL_uikitopenglview alloc] initWithFrame: [uiwindow bounds] \ |
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111 retainBacking: _this->gl_config.retained_backing \ |
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112 rBits: _this->gl_config.red_size \ |
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113 gBits: _this->gl_config.green_size \ |
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114 bBits: _this->gl_config.blue_size \ |
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115 aBits: _this->gl_config.alpha_size \ |
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116 depthBits: _this->gl_config.depth_size]; |
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117 |
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118 data->view = view; |
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119 |
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120 /* add the view to our window */ |
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121 [uiwindow addSubview: view ]; |
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122 |
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123 /* Don't worry, the window retained the view */ |
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124 [view release]; |
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125 |
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126 if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) { |
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127 UIKit_GL_DeleteContext(_this, view); |
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128 return NULL; |
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129 } |
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130 |
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131 /* Make this window the current mouse focus for touch input */ |
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132 SDL_SetMouseFocus(window); |
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133 SDL_SetKeyboardFocus(window); |
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134 |
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135 return view; |
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136 } |
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137 |
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138 void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) |
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139 { |
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140 /* the delegate has retained the view, this will release him */ |
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141 SDL_uikitopenglview *view = (SDL_uikitopenglview *)context; |
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142 /* this will also delete it */ |
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143 [view removeFromSuperview]; |
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144 |
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145 return; |
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146 } |
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147 |
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148 |