SDL 2.0
SDL_uikitopengles.m
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21#include "../../SDL_internal.h"
22
23#if SDL_VIDEO_DRIVER_UIKIT
24
25#include "SDL_uikitopengles.h"
27#include "SDL_uikitmodes.h"
28#include "SDL_uikitwindow.h"
29#include "SDL_uikitevents.h"
30#include "../SDL_sysvideo.h"
31#include "../../events/SDL_keyboard_c.h"
32#include "../../events/SDL_mouse_c.h"
33#include "../../power/uikit/SDL_syspower.h"
34#include "SDL_loadso.h"
35#include <dlfcn.h>
36
37@interface SDLEAGLContext : EAGLContext
38
39/* The OpenGL ES context owns a view / drawable. */
40@property (nonatomic, strong) SDL_uikitopenglview *sdlView;
41
42@end
43
44@implementation SDLEAGLContext
45
46- (void)dealloc
47{
48 /* When the context is deallocated, its view should be removed from any
49 * SDL window that it's attached to. */
50 [self.sdlView setSDLWindow:NULL];
51}
52
53@end
54
55void *
56UIKit_GL_GetProcAddress(_THIS, const char *proc)
57{
58 /* Look through all SO's for the proc symbol. Here's why:
59 * -Looking for the path to the OpenGL Library seems not to work in the iOS Simulator.
60 * -We don't know that the path won't change in the future. */
61 return dlsym(RTLD_DEFAULT, proc);
62}
63
64/*
65 note that SDL_GL_DeleteContext makes it current without passing the window
66*/
67int
69{
70 @autoreleasepool {
71 SDLEAGLContext *eaglcontext = (__bridge SDLEAGLContext *) context;
72
73 if (![EAGLContext setCurrentContext:eaglcontext]) {
74 return SDL_SetError("Could not make EAGL context current");
75 }
76
77 if (eaglcontext) {
78 [eaglcontext.sdlView setSDLWindow:window];
79 }
80 }
81
82 return 0;
83}
84
85void
87{
88 @autoreleasepool {
89 SDL_WindowData *data = (__bridge SDL_WindowData *)window->driverdata;
90 UIView *view = data.viewcontroller.view;
91 if ([view isKindOfClass:[SDL_uikitopenglview class]]) {
93 if (w) {
94 *w = glview.backingWidth;
95 }
96 if (h) {
97 *h = glview.backingHeight;
98 }
99 } else {
101 }
102 }
103}
104
105int
106UIKit_GL_LoadLibrary(_THIS, const char *path)
107{
108 /* We shouldn't pass a path to this function, since we've already loaded the
109 * library. */
110 if (path != NULL) {
111 return SDL_SetError("iOS GL Load Library just here for compatibility");
112 }
113 return 0;
114}
115
117{
118 @autoreleasepool {
119 SDLEAGLContext *context = (__bridge SDLEAGLContext *) SDL_GL_GetCurrentContext();
120
121#if SDL_POWER_UIKIT
122 /* Check once a frame to see if we should turn off the battery monitor. */
123 SDL_UIKit_UpdateBatteryMonitoring();
124#endif
125
126 [context.sdlView swapBuffers];
127
128 /* You need to pump events in order for the OS to make changes visible.
129 * We don't pump events here because we don't want iOS application events
130 * (low memory, terminate, etc.) to happen inside low level rendering. */
131 }
132 return 0;
133}
134
137{
138 @autoreleasepool {
139 SDLEAGLContext *context = nil;
141 SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
142 CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
143 EAGLSharegroup *sharegroup = nil;
144 CGFloat scale = 1.0;
145 int samples = 0;
146 int major = _this->gl_config.major_version;
147 int minor = _this->gl_config.minor_version;
148
149 /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
150 * versions. */
151 EAGLRenderingAPI api = major;
152
153 /* iOS currently doesn't support GLES >3.0. iOS 6 also only supports up
154 * to GLES 2.0. */
155 if (major > 3 || (major == 3 && (minor > 0 || !UIKit_IsSystemVersionAtLeast(7.0)))) {
156 SDL_SetError("OpenGL ES %d.%d context could not be created", major, minor);
157 return NULL;
158 }
159
162 }
163
165 EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
166 sharegroup = context.sharegroup;
167 }
168
169 if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
170 /* Set the scale to the natural scale factor of the screen - the
171 * backing dimensions of the OpenGL view will match the pixel
172 * dimensions of the screen rather than the dimensions in points. */
173 if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
174 scale = data.uiwindow.screen.nativeScale;
175 } else {
176 scale = data.uiwindow.screen.scale;
177 }
178 }
179
180 context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup];
181 if (!context) {
182 SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version);
183 return NULL;
184 }
185
186 /* construct our view, passing in SDL's OpenGL configuration data */
187 view = [[SDL_uikitopenglview alloc] initWithFrame:frame
188 scale:scale
189 retainBacking:_this->gl_config.retained_backing
190 rBits:_this->gl_config.red_size
191 gBits:_this->gl_config.green_size
192 bBits:_this->gl_config.blue_size
193 aBits:_this->gl_config.alpha_size
194 depthBits:_this->gl_config.depth_size
195 stencilBits:_this->gl_config.stencil_size
196 sRGB:_this->gl_config.framebuffer_srgb_capable
197 multisamples:samples
198 context:context];
199
200 if (!view) {
201 return NULL;
202 }
203
204 /* The context owns the view / drawable. */
205 context.sdlView = view;
206
207 if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) {
209 return NULL;
210 }
211
212 /* We return a +1'd context. The window's driverdata owns the view (via
213 * MakeCurrent.) */
214 return (SDL_GLContext) CFBridgingRetain(context);
215 }
216}
217
218void
220{
221 @autoreleasepool {
222 /* The context was retained in SDL_GL_CreateContext, so we release it
223 * here. The context's view will be detached from its window when the
224 * context is deallocated. */
225 CFRelease(context);
226 }
227}
228
229void
231{
232 @autoreleasepool {
233 /* Some iOS system functionality (such as Dictation on the on-screen
234 keyboard) uses its own OpenGL ES context but doesn't restore the
235 previous one when it's done. This is a workaround to make sure the
236 expected SDL-created OpenGL ES context is active after the OS is
237 finished running its own code for the frame. If this isn't done, the
238 app may crash or have other nasty symptoms when Dictation is used.
239 */
240 EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
241 if (context != NULL && [EAGLContext currentContext] != context) {
242 [EAGLContext setCurrentContext:context];
243 }
244 }
245}
246
247#endif /* SDL_VIDEO_DRIVER_UIKIT */
248
249/* vi: set ts=4 sw=4 expandtab: */
#define _THIS
#define SDL_SetError
#define SDL_GetWindowSize
#define SDL_GL_GetCurrentContext
SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char int SDL_PRINTF_FORMAT_STRING const char const char SDL_SCANF_FORMAT_STRING const char return SDL_ThreadFunction const char void return Uint32 return Uint32 void
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1974
GLsizei samples
GLenum GLenum GLenum GLenum GLenum scale
GLsizei const GLchar *const * path
GLfloat GLfloat GLfloat GLfloat h
GLubyte GLubyte GLubyte GLubyte w
int UIKit_GL_MakeCurrent(_THIS, SDL_Window *window, SDL_GLContext context)
void UIKit_GL_RestoreCurrentContext(void)
SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window *window)
int UIKit_GL_LoadLibrary(_THIS, const char *path)
void UIKit_GL_GetDrawableSize(_THIS, SDL_Window *window, int *w, int *h)
void * UIKit_GL_GetProcAddress(_THIS, const char *proc)
void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
int UIKit_GL_SwapWindow(_THIS, SDL_Window *window)
SDL_bool UIKit_IsSystemVersionAtLeast(double version)
static SDL_VideoDevice * _this
Definition: SDL_video.c:118
@ SDL_WINDOW_ALLOW_HIGHDPI
Definition: SDL_video.h:113
void * SDL_GLContext
An opaque handle to an OpenGL context.
Definition: SDL_video.h:193
#define NULL
Definition: begin_code.h:167
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
struct SDL_VideoDevice::@262 gl_config
int share_with_current_context
Definition: SDL_sysvideo.h:347
SDL_uikitviewcontroller * viewcontroller
The type used to identify a window.
Definition: SDL_sysvideo.h:74
int frame
Definition: teststreaming.c:60
static screen_context_t context
Definition: video.c:25