1/* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 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 && (SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2) 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 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 68UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context) 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 86UIKit_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 } else { 100 SDL_GetWindowSize(window, w, h); 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 116int UIKit_GL_SwapWindow(_THIS, SDL_Window * window) 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 135SDL_GLContext 136UIKit_GL_CreateContext(_THIS, SDL_Window * window) 137{ 138 @autoreleasepool { 139 SDLEAGLContext *context = nil; 140 SDL_uikitopenglview *view; 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 } 159 160 if (_this->gl_config.multisamplebuffers > 0) { 161 samples = _this->gl_config.multisamplesamples; 162 } 163 164 if (_this->gl_config.share_with_current_context) { 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) { 208 UIKit_GL_DeleteContext(_this, (SDL_GLContext) CFBridgingRetain(context)); 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 219UIKit_GL_DeleteContext(_THIS, SDL_GLContext context) 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 230UIKit_GL_RestoreCurrentContext(void) 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: */ 250