view src/video/uikit/SDL_uikitopengles.m @ 5067:61d53410eb41

Fixed bug #859 CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser. ALWAYS_DETAILED_SEC makes sure everything has at least the automatic documentation like function prototype and source references. STRIP_FROM_PATH allows you to include only the relevant portions of the files' paths, cleaning up both the file list and directory tree, though you need to change the path listed here to match wherever you put SDL. ALIASES avoids some warnings generated by C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h. It seems Apple uses a few commands which are not normally supported by Doxygen. BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the standard template library. There isn't a lot of C++ in SDL (some in bwindow at least), but this still seems like a good idea. TYPEDEF_HIDES_STRUCT means that for code like this: typedef struct A {int B;} C; C is documented as a structure containing B instead of a typedef mapped to A. EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS, EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is documented. CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on case insensitive file systems like NTFS and FAT32. WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of the parameters of a function. This is useful when you're working on adding such documentation since it makes partially documented functions easier to spot. WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with stdout. When not running in quiet mode, these warnings can be hard to spot without this flag. I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for config.h.in and config.h.default. RECURSIVE tells doxygen to look not only in the input directory, but also in subfolders. EXCLUDE avoids documenting things like test programs, examples and templates which need to be documented separately. I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find their way into source folders (such as obj or .svn). EXAMPLE_PATH lists directories doxygen will search to find included example code. So far, SDL doesn't really use this feature, but I've listed some likely locations. SOURCE_BROWSER adds syntax highlighted source code to the HTML output. USE_HTAGS is nice, but not available on Windows. INLINE_SOURCES adds the body of a function to it's documentation so you can quickly see exactly what it does. ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions, etc., which makes it much easier to find what you're looking for. IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an item on so you don't have everything show up under "S". HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and adds JavaScript to allow the user to show and hide them by clicking a link. ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on it's own line. GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the left. I have LaTeX and man pages turned off to speed up doxygen, you may want to turn them back on yourself. I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to Win32 builds of SDL. Normally, doxygen gets confused since there are multiple definitions for various structures and formats that vary by platform. Without this doxygen can produce broken documentation or, if you're lucky, output documentation only for the dummy drivers, which isn't very useful. You need to pick a platform. GENERATE_TAGFILE produces a file which can be used to link other doxygen documentation to the SDL documentation. CLASS_DIAGRAMS turns on class diagrams even when dot is not available. HAVE_DOT tells doxygen to try to use dot to generate diagrams. TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the documentation. DOT_MULTI_TARGETS speeds up dot. OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is intended to process src as well as include and is being run from a separate subdirectory. Doxygen produces several temporary files while it's running and if interrupted, can leave those files behind. It's easier to clean up if there aren't a hundred or so files in the same folder. I typically run doxygen in SDL/doxy and set the output directory to '.'. Since doxygen puts it's output in subfolders by type, this keeps things pretty well organised. You could use '../doc' instead and get the same results.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 21 Jan 2011 12:57:01 -0800
parents 06c7423f8c60
children 7b7da52e8775
line wrap: on
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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_uikitopengles.h"
#include "SDL_uikitopenglview.h"
#include "SDL_uikitappdelegate.h"
#include "SDL_uikitwindow.h"
#include "jumphack.h"
#include "SDL_sysvideo.h"
#include "../../events/SDL_keyboard_c.h"
#include "../../events/SDL_mouse_c.h"
#include "SDL_loadso.h"
#include <dlfcn.h>

static int UIKit_GL_Initialize(_THIS);

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.
	*/
    return SDL_LoadFunction(RTLD_DEFAULT, proc);
}

/*
	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];
	}
		
    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
	*/
    if (path != NULL) {
		SDL_SetError("iPhone GL Load Library just here for compatibility");
		return -1;
    }
    return 0;
}

extern void SDL_UIKit_UpdateBatteryMonitoring(void);

void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
{
    #ifdef SDL_POWER_UIKIT
    // Check once a frame to see if we should turn off the battery monitor.
    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];

	/* 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;
    UIScreen *uiscreen = (UIScreen *) window->display->driverdata;
	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 ) {
        UIKit_GL_DeleteContext(_this, view);
        return NULL;
    }

	/* Make this window the current mouse focus for touch input */
	SDL_SetMouseFocus(window);
	SDL_SetKeyboardFocus(window);

	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;
}