SDL  2.0
SDL_uikitopengles.m
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2018 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"
26 #import "SDL_uikitopenglview.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 
55 void *
56 UIKit_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 */
67 int
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 
85 void
86 UIKit_GL_GetDrawableSize(_THIS, SDL_Window * window, int * w, int * h)
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]]) {
92  SDL_uikitopenglview *glview = (SDL_uikitopenglview *) view;
93  if (w) {
94  *w = glview.backingWidth;
95  }
96  if (h) {
97  *h = glview.backingHeight;
98  }
99  }
100  }
101 }
102 
103 int
104 UIKit_GL_LoadLibrary(_THIS, const char *path)
105 {
106  /* We shouldn't pass a path to this function, since we've already loaded the
107  * library. */
108  if (path != NULL) {
109  return SDL_SetError("iOS GL Load Library just here for compatibility");
110  }
111  return 0;
112 }
113 
114 int UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
115 {
116  @autoreleasepool {
117  SDLEAGLContext *context = (__bridge SDLEAGLContext *) SDL_GL_GetCurrentContext();
118 
119 #if SDL_POWER_UIKIT
120  /* Check once a frame to see if we should turn off the battery monitor. */
121  SDL_UIKit_UpdateBatteryMonitoring();
122 #endif
123 
124  [context.sdlView swapBuffers];
125 
126  /* You need to pump events in order for the OS to make changes visible.
127  * We don't pump events here because we don't want iOS application events
128  * (low memory, terminate, etc.) to happen inside low level rendering. */
129  }
130  return 0;
131 }
132 
135 {
136  @autoreleasepool {
137  SDLEAGLContext *context = nil;
138  SDL_uikitopenglview *view;
139  SDL_WindowData *data = (__bridge SDL_WindowData *) window->driverdata;
140  CGRect frame = UIKit_ComputeViewFrame(window, data.uiwindow.screen);
141  EAGLSharegroup *sharegroup = nil;
142  CGFloat scale = 1.0;
143  int samples = 0;
144  int major = _this->gl_config.major_version;
145  int minor = _this->gl_config.minor_version;
146 
147  /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
148  * versions. */
149  EAGLRenderingAPI api = major;
150 
151  /* iOS currently doesn't support GLES >3.0. iOS 6 also only supports up
152  * to GLES 2.0. */
153  if (major > 3 || (major == 3 && (minor > 0 || !UIKit_IsSystemVersionAtLeast(7.0)))) {
154  SDL_SetError("OpenGL ES %d.%d context could not be created", major, minor);
155  return NULL;
156  }
157 
160  }
161 
163  EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
164  sharegroup = context.sharegroup;
165  }
166 
167  if (window->flags & SDL_WINDOW_ALLOW_HIGHDPI) {
168  /* Set the scale to the natural scale factor of the screen - the
169  * backing dimensions of the OpenGL view will match the pixel
170  * dimensions of the screen rather than the dimensions in points. */
171 #ifdef __IPHONE_8_0
172  if ([data.uiwindow.screen respondsToSelector:@selector(nativeScale)]) {
173  scale = data.uiwindow.screen.nativeScale;
174  } else
175 #endif
176  {
177  scale = data.uiwindow.screen.scale;
178  }
179  }
180 
181  context = [[SDLEAGLContext alloc] initWithAPI:api sharegroup:sharegroup];
182  if (!context) {
183  SDL_SetError("OpenGL ES %d context could not be created", _this->gl_config.major_version);
184  return NULL;
185  }
186 
187  /* construct our view, passing in SDL's OpenGL configuration data */
188  view = [[SDL_uikitopenglview alloc] initWithFrame:frame
189  scale:scale
190  retainBacking:_this->gl_config.retained_backing
191  rBits:_this->gl_config.red_size
192  gBits:_this->gl_config.green_size
193  bBits:_this->gl_config.blue_size
194  aBits:_this->gl_config.alpha_size
195  depthBits:_this->gl_config.depth_size
196  stencilBits:_this->gl_config.stencil_size
197  sRGB:_this->gl_config.framebuffer_srgb_capable
198  multisamples:samples
199  context:context];
200 
201  if (!view) {
202  return NULL;
203  }
204 
205  /* The context owns the view / drawable. */
206  context.sdlView = view;
207 
208  if (UIKit_GL_MakeCurrent(_this, window, (__bridge SDL_GLContext) context) < 0) {
209  UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context));
210  return NULL;
211  }
212 
213  /* We return a +1'd context. The window's driverdata owns the view (via
214  * MakeCurrent.) */
215  return (SDL_GLContext) CFBridgingRetain(context);
216  }
217 }
218 
219 void
220 UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
221 {
222  @autoreleasepool {
223  /* The context was retained in SDL_GL_CreateContext, so we release it
224  * here. The context's view will be detached from its window when the
225  * context is deallocated. */
226  CFRelease(context);
227  }
228 }
229 
230 void
232 {
233  @autoreleasepool {
234  /* Some iOS system functionality (such as Dictation on the on-screen
235  keyboard) uses its own OpenGL ES context but doesn't restore the
236  previous one when it's done. This is a workaround to make sure the
237  expected SDL-created OpenGL ES context is active after the OS is
238  finished running its own code for the frame. If this isn't done, the
239  app may crash or have other nasty symptoms when Dictation is used.
240  */
241  EAGLContext *context = (__bridge EAGLContext *) SDL_GL_GetCurrentContext();
242  if (context != NULL && [EAGLContext currentContext] != context) {
243  [EAGLContext setCurrentContext:context];
244  }
245  }
246 }
247 
248 #endif /* SDL_VIDEO_DRIVER_UIKIT */
249 
250 /* vi: set ts=4 sw=4 expandtab: */
GLenum GLenum GLenum GLenum GLenum scale
SDL_bool UIKit_IsSystemVersionAtLeast(double version)
void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
GLfloat GLfloat GLfloat GLfloat h
SDL_uikitviewcontroller * viewcontroller
void UIKit_GL_GetDrawableSize(_THIS, SDL_Window *window, int *w, int *h)
static screen_context_t context
Definition: video.c:25
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1974
int UIKit_GL_LoadLibrary(_THIS, const char *path)
void UIKit_GL_RestoreCurrentContext(void)
int UIKit_GL_SwapWindow(_THIS, SDL_Window *window)
static SDL_VideoDevice * _this
Definition: SDL_video.c:121
void * SDL_GLContext
An opaque handle to an OpenGL context.
Definition: SDL_video.h:175
#define _THIS
int frame
Definition: teststreaming.c:60
GLubyte GLubyte GLubyte GLubyte w
UIWindow * uiwindow
SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window *window)
int share_with_current_context
Definition: SDL_sysvideo.h:343
void * UIKit_GL_GetProcAddress(_THIS, const char *proc)
#define NULL
Definition: begin_code.h:164
#define SDL_GL_GetCurrentContext
#define SDL_SetError
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
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
The type used to identify a window.
Definition: SDL_sysvideo.h:73
GLsizei const GLchar *const * path
struct SDL_VideoDevice::@34 gl_config
void * driverdata
Definition: SDL_sysvideo.h:111
GLsizei samples
Uint32 flags
Definition: SDL_sysvideo.h:83
int UIKit_GL_MakeCurrent(_THIS, SDL_Window *window, SDL_GLContext context)