--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/cocoaTouch/SDLOverrides/SDL_uikitopengles.m Fri Jan 29 00:55:14 2010 +0000
@@ -0,0 +1,128 @@
+/*
+ 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 "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;
+}
+
+void UIKit_GL_SwapWindow(_THIS, SDL_Window * window) {
+
+ 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;
+
+ /* construct our view, passing in SDL's OpenGL configuration data */
+ view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
+ 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;
+ view.tag = 54321;
+ // rotate view
+ [view setTransform:CGAffineTransformMakeRotation(M_PI/2.0f)];
+ /* add the view to our window */
+ [data->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;
+ }
+
+ 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;
+}