Mercurial > sdl-ios-xcode
diff src/video/uikit/SDL_uikitopengles.m @ 5134:7b7da52e8775
Fixed spacing
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 01 Feb 2011 08:59:22 -0800 |
parents | 06c7423f8c60 |
children | 5f09cb749d75 |
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--- a/src/video/uikit/SDL_uikitopengles.m Tue Feb 01 08:54:34 2011 -0800 +++ b/src/video/uikit/SDL_uikitopengles.m Tue Feb 01 08:59:22 2011 -0800 @@ -35,42 +35,42 @@ void * UIKit_GL_GetProcAddress(_THIS, const char *proc) -{ - /* Look through all SO's for the proc symbol. Here's why: - -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator. - -We don't know that the path won't change in the future. - */ +{ + /* Look through all SO's for the proc symbol. Here's why: + -Looking for the path to the OpenGL Library seems not to work in the iPhone Simulator. + -We don't know that the path won't change in the future. + */ return SDL_LoadFunction(RTLD_DEFAULT, proc); } /* - note that SDL_GL_Delete context makes it current without passing the window + note that SDL_GL_Delete context makes it current without passing the window */ int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) { - - if (context) { - SDL_WindowData *data = (SDL_WindowData *)window->driverdata; - [data->view setCurrentContext]; - } - else { - [EAGLContext setCurrentContext: nil]; - } - + + if (context) { + SDL_WindowData *data = (SDL_WindowData *)window->driverdata; + [data->view setCurrentContext]; + } + else { + [EAGLContext setCurrentContext: nil]; + } + return 0; } int UIKit_GL_LoadLibrary(_THIS, const char *path) { - /* - shouldn't be passing a path into this function - why? Because we've already loaded the library - and because the SDK forbids loading an external SO - */ + /* + shouldn't be passing a path into this function + why? Because we've already loaded the library + and because the SDK forbids loading an external SO + */ if (path != NULL) { - SDL_SetError("iPhone GL Load Library just here for compatibility"); - return -1; + SDL_SetError("iPhone GL Load Library just here for compatibility"); + return -1; } return 0; } @@ -84,65 +84,63 @@ SDL_UIKit_UpdateBatteryMonitoring(); #endif - SDL_WindowData *data = (SDL_WindowData *)window->driverdata; - - if (nil == data->view) { - return; - } - [data->view swapBuffers]; - /* since now we've got something to draw - make the window visible */ - [data->uiwindow makeKeyAndVisible]; + SDL_WindowData *data = (SDL_WindowData *)window->driverdata; + + if (nil == data->view) { + return; + } + [data->view swapBuffers]; + /* since now we've got something to draw + make the window visible */ + [data->uiwindow makeKeyAndVisible]; - /* we need to let the event cycle run, or the OS won't update the OpenGL view! */ - SDL_PumpEvents(); - + /* we need to let the event cycle run, or the OS won't update the OpenGL view! */ + SDL_PumpEvents(); + } SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window) { - SDL_uikitopenglview *view; - SDL_WindowData *data = (SDL_WindowData *) window->driverdata; + SDL_uikitopenglview *view; + SDL_WindowData *data = (SDL_WindowData *) window->driverdata; UIScreen *uiscreen = (UIScreen *) window->display->driverdata; - UIWindow *uiwindow = data->uiwindow; + UIWindow *uiwindow = data->uiwindow; /* construct our view, passing in SDL's OpenGL configuration data */ view = [[SDL_uikitopenglview alloc] initWithFrame: [uiwindow bounds] \ - 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]; - - data->view = view; - - /* add the view to our window */ - [uiwindow addSubview: view ]; - - /* Don't worry, the window retained the view */ - [view release]; - - if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) { + 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]; + + data->view = view; + + /* add the view to our window */ + [uiwindow addSubview: view ]; + + /* Don't worry, the window retained the view */ + [view release]; + + if ( UIKit_GL_MakeCurrent(_this, window, view) < 0 ) { UIKit_GL_DeleteContext(_this, view); return NULL; } - /* Make this window the current mouse focus for touch input */ - SDL_SetMouseFocus(window); - SDL_SetKeyboardFocus(window); + /* Make this window the current mouse focus for touch input */ + SDL_SetMouseFocus(window); + SDL_SetKeyboardFocus(window); - return view; + return view; } void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) { - /* the delegate has retained the view, this will release him */ - SDL_uikitopenglview *view = (SDL_uikitopenglview *)context; - /* this will also delete it */ - [view removeFromSuperview]; - - return; + /* the delegate has retained the view, this will release him */ + SDL_uikitopenglview *view = (SDL_uikitopenglview *)context; + /* this will also delete it */ + [view removeFromSuperview]; }