view src/video/uikit/SDL_uikitopengles.m @ 2866:e532417a6977

Fixed SDL 1.2 compatibility problem. The API specifies that SDL_OpenAudio() will fill out the 'desired' audio spec with the correct samples and size set by the driver. This value is important since it may be used by applications that size audio buffers, etc. However, we want to allow advanced applications to call SDL_OpenAudioDevice() which gets passed a const 'desired' parameter, and have the correct data filled into the 'obtained' parameter, possibly allowing or not allowing format changes. So... 'obtained' becomes the audio format the user callback is expected to use, and we add flags to allow the application to specify which format changes are allowed. Note: We really need to add a way to query the 'obtained' audio spec.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 13 Dec 2008 06:36:47 +0000
parents 99210400e8b9
children 42e1092225f9
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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 "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;
}


void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
{

	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;
	
	/* construct our view, passing in SDL's OpenGL configuration data */
	view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
									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 */
	[data->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;
    }
		
	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;
}