view src/video/uikit/SDL_uikitwindow.m @ 3473:7bdc10624cba

This is terrible, but the OpenGL standard says that lines are half open, which means that one endpoint is not covered so adjoining lines don't overlap. It also doesn't define which end is open, and indeed Mac OS X and Linux differ. Mac OS X seems to leave the second endpoint open, but Linux uses the right-most endpoint for x major lines and the bottom-most endpoint for y major lines.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:14:21 +0000
parents 4ec48602f1db
children 64ce267332c6
line wrap: on
line source

/*
    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_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_WindowData *data;
		
    /* Allocate the window data */
    data = (SDL_WindowData *)SDL_malloc(sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }
    data->windowID = window->id;
    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 */
	if (window->flags & SDL_WINDOW_BORDERLESS) {
		[UIApplication sharedApplication].statusBarHidden = YES;
	}
	else {
		[UIApplication sharedApplication].statusBarHidden = NO;
	}
	
    return 0;
	
}

int UIKit_CreateWindow(_THIS, SDL_Window *window) {
		
	/* We currently only handle single window applications on iPhone */
	if (nil != [SDLUIKitDelegate sharedAppDelegate].window) {
		SDL_SetError("Window already exists, no multi-window support.");
		return -1;
	}
	
	/* ignore the size user requested, and make a fullscreen window */
	UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
	
	if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
        [uiwindow release];
        return -1;
    }	
	
	// This saves the main window in the app delegate so event callbacks can do stuff on the window.
	// This assumes a single window application design and needs to be fixed for multiple windows.
	[SDLUIKitDelegate sharedAppDelegate].window = uiwindow;
	[SDLUIKitDelegate sharedAppDelegate].windowID = window->id;
	[uiwindow release]; /* release the window (the app delegate has retained it) */
	
	return 1;
	
}

void UIKit_DestroyWindow(_THIS, SDL_Window * window) {
	/* don't worry, the delegate will automatically release the window */
	
	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
	if (data) {
		SDL_free( window->driverdata );
	}

	/* this will also destroy the window */
	[SDLUIKitDelegate sharedAppDelegate].window = nil;
	[SDLUIKitDelegate sharedAppDelegate].windowID = 0;

}

/* vi: set ts=4 sw=4 expandtab: */