Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitwindow.m @ 4525:3abf0b9cafad
pelya 2010-07-12 03:53:48 PDT
In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy()
that can be avoided if we're updating whole texture.
Because of that the SDL 1.3 in compatibility mode is working even slower than
software rendering in SDL 1.2.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 14 Jul 2010 07:31:35 -0700 |
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: */