Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitwindow.m @ 4850:14870d46ee2d
Mostly seem to have fixed SDL_CalculateShapeTree. Mostly. There still seem to be some rendering artifacts, stepping effects, and such on Windows -- which indicates subtle logic errors in SDL_CalculateShapeTree().
Oh well, back into the salt mine.
author | egottlieb |
---|---|
date | Sat, 14 Aug 2010 20:29:51 -0400 |
parents | 8b03a20b320f |
children | 8b7988f42fcb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_assert.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #include "SDL_uikitvideo.h" #include "SDL_uikitevents.h" #include "SDL_uikitwindow.h" #import "SDL_uikitappdelegate.h" #import "SDL_uikitopenglview.h" #import "SDL_renderer_sw.h" #include <UIKit/UIKit.h> #include <Foundation/Foundation.h> static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) { SDL_VideoDisplay *display = window->display; UIScreen *uiscreen = (UIScreen *) display->driverdata; SDL_WindowData *data; /* Allocate the window data */ data = (SDL_WindowData *)SDL_malloc(sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } data->uiwindow = uiwindow; data->view = nil; /* Fill in the SDL window with the window data */ { window->x = 0; window->y = 0; window->w = (int)uiwindow.frame.size.width; window->h = (int)uiwindow.frame.size.height; } window->driverdata = data; window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */ window->flags |= SDL_WINDOW_OPENGL; /* window is always OpenGL */ window->flags |= SDL_WINDOW_FULLSCREEN; /* window is always fullscreen */ window->flags |= SDL_WINDOW_SHOWN; /* only one window on iPod touch, always shown */ window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */ // SDL_WINDOW_BORDERLESS controls whether status bar is hidden. // This is only set if the window is on the main screen. Other screens // just force the window to have the borderless flag. if ([UIScreen mainScreen] == uiscreen) { if (window->flags & SDL_WINDOW_BORDERLESS) { [UIApplication sharedApplication].statusBarHidden = YES; } else { [UIApplication sharedApplication].statusBarHidden = NO; } } return 0; } int UIKit_CreateWindow(_THIS, SDL_Window *window) { SDL_VideoDisplay *display = window->display; UIScreen *uiscreen = (UIScreen *) display->driverdata; // SDL currently puts this window at the start of display's linked list. We rely on this. SDL_assert(display->windows == window); /* We currently only handle a single window per display on iPhone */ if (window->next != NULL) { SDL_SetError("Only one window allowed per display."); return -1; } // Non-mainscreen windows must be force to borderless, as there's no // status bar there, and we want to get the right dimensions later in // this function. if ([UIScreen mainScreen] != uiscreen) { window->flags |= SDL_WINDOW_BORDERLESS; } // If monitor has a resolution of 0x0 (hasn't been explicitly set by the // user, so it's in standby), try to force the display to a resolution // that most closely matches the desired window size. if (SDL_UIKit_supports_multiple_displays) { const CGSize origsize = [[uiscreen currentMode] size]; if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) { if (display->num_display_modes == 0) { _this->GetDisplayModes(_this, display); } int i; const SDL_DisplayMode *bestmode = NULL; for (i = display->num_display_modes; i >= 0; i--) { const SDL_DisplayMode *mode = &display->display_modes[i]; if ((mode->w >= window->w) && (mode->h >= window->h)) bestmode = mode; } if (bestmode) { UIScreenMode *uimode = (UIScreenMode *) bestmode->driverdata; [uiscreen setCurrentMode:uimode]; display->desktop_mode = *bestmode; display->current_mode = *bestmode; } } } /* ignore the size user requested, and make a fullscreen window */ // !!! FIXME: can we have a smaller view? UIWindow *uiwindow = [UIWindow alloc]; if (window->flags & SDL_WINDOW_BORDERLESS) uiwindow = [uiwindow initWithFrame:[uiscreen bounds]]; else uiwindow = [uiwindow initWithFrame:[uiscreen applicationFrame]]; if (SDL_UIKit_supports_multiple_displays) { [uiwindow setScreen:uiscreen]; } if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) { [uiwindow release]; return -1; } return 1; } void UIKit_DestroyWindow(_THIS, SDL_Window * window) { SDL_WindowData *data = (SDL_WindowData *)window->driverdata; if (data) { [data->uiwindow release]; SDL_free(data); window->driverdata = NULL; } } /* vi: set ts=4 sw=4 expandtab: */