view src/video/uikit/SDL_uikitwindow.m @ 2419:ab89ff6e97af gsoc2008_iphone

Originally keyboard support was in the form of a category of the class SDL_uikitview. It turns out this can cause problems with compilation where the code is not actually included and doesn't fail until dynamic dispatch. This is just awful, so I've moved to the code into the SDL_uikitview class itself.
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Wed, 13 Aug 2008 23:14:36 +0000
parents d904584ea86d
children ac67f7719ba8
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2006 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"

/* Dummy SDL video driver implementation; this is just enough to make an
 *  SDL-based application THINK it's got a working video driver, for
 *  applications that call SDL_Init(SDL_INIT_VIDEO) when they don't need it,
 *  and also for use as a collection of stubs when porting SDL to a new
 *  platform for which you haven't yet written a valid video driver.
 *
 * This is also a great way to determine bottlenecks: if you think that SDL
 *  is a performance problem for a given platform, enable this driver, and
 *  then see if your application runs faster without video overhead.
 *
 * Initial work by Ryan C. Gordon (icculus@icculus.org). A good portion
 *  of this was cut-and-pasted from Stephane Peter's work in the AAlib
 *  SDL video driver.  Renamed to "DUMMY" by Sam Lantinga.
 */

#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) {
		
	/* iPhone applications are single window only */
	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;
    }	
	
	[SDLUIKitDelegate sharedAppDelegate].window = uiwindow;
	[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;

}

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