Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitopengles.m @ 5133:ec13e48ee0d9
Fixed bug #1112 (retina display support)
Vittorio Giovara 2011-02-01 02:21:50 PST
with the attached patch, the opengles context will always use the maximum
screensize available; this is particularly useful for supporting retina display
on latest iphone.
please note: Apple documentation warns that using the "upscaled" gl context
actually uses more memory and bandwitdh, so it might be worth to let the user
decide whether to disable it or not, either with a flag or a sdl function...
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 01 Feb 2011 08:54:34 -0800 |
parents | 06c7423f8c60 |
children | 7b7da52e8775 |
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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; }