diff src/video/android/SDL_androidgl.c @ 4701:d40bb3165d2b

Added (partially implemented) android video backend and associated files needed to build
author Paul Hunkin <paul@bieh.net>
date Thu, 10 Jun 2010 18:54:23 +1200
parents
children c93b44ddc63e
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/android/SDL_androidgl.c	Thu Jun 10 18:54:23 2010 +1200
@@ -0,0 +1,158 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2010 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+/* Android SDL video driver implementation
+*/
+
+#include "SDL_video.h"
+#include "SDL_mouse.h"
+#include "../SDL_sysvideo.h"
+#include "../SDL_pixels_c.h"
+#include "../../events/SDL_events_c.h"
+
+#include "SDL_androidvideo.h"
+#include "SDL_androidevents_c.h"
+#include "SDL_androidrender_c.h"
+
+/* Android header */
+#include "egl.h"
+
+
+//EGL globals
+static EGLDisplay iEglDisplay; 	
+static EGLConfig  iEglConfig;   	
+static EGLContext iEglContext; 	
+static EGLSurface iEglSurface;	
+
+EGLint attribList [] = 
+{ 
+	EGL_BUFFER_SIZE, 16, //16 bit color
+	EGL_DEPTH_SIZE, 15,
+	EGL_NONE 
+};	
+
+
+
+
+/* GL functions */
+int Android_GL_LoadLibrary(_THIS, const char *path){
+	printf("[STUB] GL_LoadLibrary\n");
+	return 0;
+}
+
+void *Android_GL_GetProcAddress(_THIS, const char *proc){
+	printf("[STUB] GL_GetProcAddress\n");
+	return 0;
+}
+
+void Android_GL_UnloadLibrary(_THIS){
+	printf("[STUB] GL_UnloadLibrary\n");
+}
+
+/*
+int *Android_GL_GetVisual(_THIS, Display * display, int screen){
+	printf("[STUB] GL_GetVisual\n");
+	return 0;
+}
+*/
+
+SDL_GLContext Android_GL_CreateContext(_THIS, SDL_Window * window){
+	printf("[STUB] GL_CreateContext\n");
+
+	//Start up the display
+	iEglDisplay = eglGetDisplay (EGL_DEFAULT_DISPLAY);
+	if(iEglDisplay == EGL_NO_DISPLAY){
+		printf("Unable to find a  suitable EGLDisplay\n");
+		return NULL;
+	}
+
+	printf("1\n");
+		
+	if(!eglInitialize(iEglDisplay, 0, 0)){
+		printf("Couldn't init display\n");
+		return NULL;
+	}
+
+	printf("2\n");
+	
+	EGLint numConfigs;
+	
+	if(!eglChooseConfig(iEglDisplay, attribList, &iEglConfig, 1, &numConfigs)){
+		printf("Couldn't choose config\n");
+		return NULL;
+	}
+
+	printf("3\n");
+	 
+	iEglContext = eglCreateContext(iEglDisplay, iEglConfig, EGL_NO_CONTEXT, 0);
+		
+	if(iEglContext == 0){
+		printf("Couldn't create context\n");
+		return NULL;
+	}
+
+	printf("4\n");
+		
+	NativeWindowType iWindow = 1; //android_createDisplaySurface();
+	
+	iEglSurface = eglCreateWindowSurface(iEglDisplay, iEglConfig, iWindow, 0);	
+
+	printf("5\n");
+	
+	if(iEglSurface == NULL){
+		printf("Couldn't create surface\n");
+		return NULL;
+	}
+
+	printf("6\n");
+	
+	eglMakeCurrent(iEglDisplay, iEglSurface, iEglSurface, iEglContext);
+
+	printf("fininshed making context\n");
+	
+	return iEglSurface;
+}
+
+int Android_GL_MakeCurrent(_THIS, SDL_Window * window,
+                              SDL_GLContext context){
+	printf("[STUB] GL_MakeCurrent\n");
+	return 0;
+}
+
+int Android_GL_SetSwapInterval(_THIS, int interval){
+	printf("[STUB] GL_SetSwapInterval\n");
+	return 0;
+}
+
+int Android_GL_GetSwapInterval(_THIS){
+	printf("[STUB] GL_GetSwapInterval\n");
+	return 0;
+}
+
+void Android_GL_SwapWindow(_THIS, SDL_Window * window){
+	printf("[STUB] GL_SwapWindow\n");
+}
+
+void Android_GL_DeleteContext(_THIS, SDL_GLContext context){
+	printf("[STUB] GL_DeleteContext\n");
+}