Edit

kc3-lang/SDL/src/video/uikit/SDL_uikitopenglview.m

Branch :

  • Show log

    Commit

  • Author : Sam Lantinga
    Date : 2014-06-21 12:43:57
    Hash : d7924c73
    Message : Fixed bug 2563 - Remove obsolete code for supporting iOS < 5 Alex Szpakowski Now that SDL for iOS requires at least iOS 5.1 at runtime, there are several old codepaths in the UIKit backend which can be removed. I've attached a patch which does so.

  • src/video/uikit/SDL_uikitopenglview.m
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
    
      This software is provided 'as-is', without any express or implied
      warranty.  In no event will the authors be held liable for any damages
      arising from the use of this software.
    
      Permission is granted to anyone to use this software for any purpose,
      including commercial applications, and to alter it and redistribute it
      freely, subject to the following restrictions:
    
      1. The origin of this software must not be misrepresented; you must not
         claim that you wrote the original software. If you use this software
         in a product, an acknowledgment in the product documentation would be
         appreciated but is not required.
      2. Altered source versions must be plainly marked as such, and must not be
         misrepresented as being the original software.
      3. This notice may not be removed or altered from any source distribution.
    */
    #include "../../SDL_internal.h"
    
    #if SDL_VIDEO_DRIVER_UIKIT
    
    #include <QuartzCore/QuartzCore.h>
    #include <OpenGLES/EAGLDrawable.h>
    #include "SDL_uikitopenglview.h"
    #include "SDL_uikitmessagebox.h"
    
    
    @implementation SDL_uikitopenglview
    
    @synthesize context;
    
    + (Class)layerClass
    {
        return [CAEAGLLayer class];
    }
    
    - (id)initWithFrame:(CGRect)frame
          scale:(CGFloat)scale
          retainBacking:(BOOL)retained
          rBits:(int)rBits
          gBits:(int)gBits
          bBits:(int)bBits
          aBits:(int)aBits
          depthBits:(int)depthBits
          stencilBits:(int)stencilBits
          majorVersion:(int)majorVersion
          shareGroup:(EAGLSharegroup*)shareGroup
    {
        depthBufferFormat = 0;
    
        if ((self = [super initWithFrame:frame])) {
            const BOOL useStencilBuffer = (stencilBits != 0);
            const BOOL useDepthBuffer = (depthBits != 0);
            NSString *colorFormat = nil;
    
            /* The EAGLRenderingAPI enum values currently map 1:1 to major GLES
               versions, and this allows us to handle future OpenGL ES versions.
             */
            EAGLRenderingAPI api = majorVersion;
    
            if (rBits == 8 && gBits == 8 && bBits == 8) {
                /* if user specifically requests rbg888 or some color format higher than 16bpp */
                colorFormat = kEAGLColorFormatRGBA8;
            } else {
                /* default case (faster) */
                colorFormat = kEAGLColorFormatRGB565;
            }
    
            /* Get the layer */
            CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
    
            eaglLayer.opaque = YES;
            eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                            [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
    
            context = [[EAGLContext alloc] initWithAPI:api sharegroup:shareGroup];
            if (!context || ![EAGLContext setCurrentContext:context]) {
                [self release];
                SDL_SetError("OpenGL ES %d not supported", majorVersion);
                return nil;
            }
    
            /* Set the appropriate scale (for retina display support) */
            self.contentScaleFactor = scale;
    
            /* create the buffers */
            glGenFramebuffersOES(1, &viewFramebuffer);
            glGenRenderbuffersOES(1, &viewRenderbuffer);
    
            glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
            glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
            [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
            glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
    
            glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
            glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
    
            if ((useDepthBuffer) || (useStencilBuffer)) {
                if (useStencilBuffer) {
                    /* Apparently you need to pack stencil and depth into one buffer. */
                    depthBufferFormat = GL_DEPTH24_STENCIL8_OES;
                } else if (useDepthBuffer) {
                    /* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16_OES */
                    depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
                }
    
                glGenRenderbuffersOES(1, &depthRenderbuffer);
                glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
                glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
                if (useDepthBuffer) {
                    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
                }
                if (useStencilBuffer) {
                    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
                }
            }
    
            if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
                return NO;
            }
    
            glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
            /* end create buffers */
    
            self.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
            self.autoresizesSubviews = YES;
        }
        return self;
    }
    
    - (void)updateFrame
    {
        glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
        glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
        glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, 0);
        glDeleteRenderbuffersOES(1, &viewRenderbuffer);
    
        glGenRenderbuffersOES(1, &viewRenderbuffer);
        glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
        [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
        glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
    
        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
    
        if (depthRenderbuffer != 0) {
            glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
            glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
        }
    
        glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
    }
    
    - (void)setAnimationCallback:(int)interval
        callback:(void (*)(void*))callback
        callbackParam:(void*)callbackParam
    {
        [self stopAnimation];
    
        animationInterval = interval;
        animationCallback = callback;
        animationCallbackParam = callbackParam;
    
        if (animationCallback)
            [self startAnimation];
    }
    
    - (void)startAnimation
    {
        displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(doLoop:)];
        [displayLink setFrameInterval:animationInterval];
        [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
    }
    
    - (void)stopAnimation
    {
        [displayLink invalidate];
        displayLink = nil;
    }
    
    - (void)doLoop:(CADisplayLink*)sender
    {
        /* Don't run the game loop while a messagebox is up */
        if (!UIKit_ShowingMessageBox()) {
            animationCallback(animationCallbackParam);
        }
    }
    
    - (void)setCurrentContext
    {
        [EAGLContext setCurrentContext:context];
    }
    
    
    - (void)swapBuffers
    {
        /* viewRenderbuffer should always be bound here. Code that binds something
            else is responsible for rebinding viewRenderbuffer, to reduce
            duplicate state changes. */
        [context presentRenderbuffer:GL_RENDERBUFFER_OES];
    }
    
    
    - (void)layoutSubviews
    {
        [EAGLContext setCurrentContext:context];
        [self updateFrame];
    }
    
    - (void)destroyFramebuffer
    {
        glDeleteFramebuffersOES(1, &viewFramebuffer);
        viewFramebuffer = 0;
        glDeleteRenderbuffersOES(1, &viewRenderbuffer);
        viewRenderbuffer = 0;
    
        if (depthRenderbuffer) {
            glDeleteRenderbuffersOES(1, &depthRenderbuffer);
            depthRenderbuffer = 0;
        }
    }
    
    
    - (void)dealloc
    {
        [self destroyFramebuffer];
        if ([EAGLContext currentContext] == context) {
            [EAGLContext setCurrentContext:nil];
        }
        [context release];
        [super dealloc];
    }
    
    @end
    
    #endif /* SDL_VIDEO_DRIVER_UIKIT */
    
    /* vi: set ts=4 sw=4 expandtab: */