--- a/hedgewars/hwengine.pas Sun Jan 29 00:48:39 2012 +0100
+++ b/hedgewars/hwengine.pas Sun Jan 29 02:45:12 2012 +0100
@@ -191,18 +191,16 @@
else if event.window.event = SDL_WINDOWEVENT_RESTORED then
begin
GameState:= previousGameState;
-{$IFDEF ANDROID} //This call is used to reinitialize the glcontext and reload the textures
+{$IFDEF ANDROID}
+ //This call is used to reinitialize the glcontext and reload the textures
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
{$ENDIF}
end
else if event.window.event = SDL_WINDOWEVENT_RESIZED then
begin
- // way too broken right now
- (*
cNewScreenWidth:= max(2 * (event.window.data1 div 2), cMinScreenWidth);
cNewScreenHeight:= max(2 * (event.window.data2 div 2), cMinScreenHeight);
- cScreenResizeDelay:= RealTicks+500;
- *)
+ cScreenResizeDelay:= RealTicks + 500{$IFDEF IPHONEOS}div 2{$ENDIF};
end;
SDL_FINGERMOTION:
--- a/hedgewars/uStore.pas Sun Jan 29 00:48:39 2012 +0100
+++ b/hedgewars/uStore.pas Sun Jan 29 02:45:12 2012 +0100
@@ -625,7 +625,8 @@
{$IFDEF SDL13}
// this function creates an opengles1.1 context by default on mobile devices
// use SDL_GL_SetAttribute to change this behaviour
- SDLGLcontext:=SDL_GL_CreateContext(SDLwindow);
+ if SDLGLcontext = nil then
+ SDLGLcontext:= SDL_GL_CreateContext(SDLwindow);
SDLTry(SDLGLcontext <> nil, true);
SDL_GL_SetSwapInterval(1);
{$ENDIF}
@@ -710,15 +711,11 @@
{$ENDIF}
// set view port to whole window
- if (rotationQt = 0) or (rotationQt = 180) then
- glViewport(0, 0, cScreenWidth, cScreenHeight)
- else
- glViewport(0, 0, cScreenHeight, cScreenWidth);
+ glViewport(0, 0, cScreenWidth, cScreenHeight)
glMatrixMode(GL_MODELVIEW);
// prepare default translation/scaling
glLoadIdentity();
- glRotatef(rotationQt, 0, 0, 1);
glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
glTranslatef(0, -cScreenHeight / 2, 0);
@@ -747,7 +744,6 @@
begin
glPushMatrix; // save default scaling
glLoadIdentity;
- glRotatef(rotationQt, 0, 0, 1);
glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
glTranslatef(0, -cScreenHeight / 2, 0);
end;
@@ -997,15 +993,14 @@
cFullScreen:= s = '1';
AddFileLog('Preparing to change video parameters...');
-{$IFNDEF IPHONEOS}
- {$IFDEF SDL13}
+{$IFDEF SDL13}
if SDLwindow = nil then
- {$ELSE}
+{$ELSE}
if SDLPrimSurface = nil then
- {$ENDIF}
+{$ENDIF}
begin
// set window title
- SDL_WM_SetCaption('Hedgewars', nil);
+ {$IFNDEF SDL13}SDL_WM_SetCaption('Hedgewars', nil);{$ENDIF}
WriteToConsole('Init SDL_image... ');
SDLTry(IMG_Init(IMG_INIT_PNG) <> 0, true);
WriteLnToConsole(msgOK);
@@ -1023,6 +1018,17 @@
end
else
begin
+{$IFDEF IPHONEOS}
+ // chFullScr is called when there is a rotation event and needs the SetScale and SetupOpenGL to set up the new resolution
+ // this 6 gl functions are the relevant ones and are hacked together here for optimisation
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix;
+ glLoadIdentity();
+ glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
+ glTranslatef(0, -cScreenHeight / 2, 0);
+ glViewport(0, 0, cScreenWidth, cScreenHeight);
+ exit;
+{$ELSE}
SetScale(cDefaultZoomLevel);
{$IF DEFINED(DARWIN) OR DEFINED(WIN32) or DEFINED(ANDROID)}
reinit:= true;
@@ -1034,8 +1040,8 @@
AddFileLog('Freeing old primary surface...');
SDL_FreeSurface(SDLPrimSurface);
SDLPrimSurface:= nil;
+{$ENDIF}
end;
-{$ENDIF}
// these attributes must be set up before creating the sdl window
{$IFNDEF WIN32}
@@ -1056,7 +1062,10 @@
x:= x or (SDL_GetNumVideoDisplays() - 1);
y:= y or (SDL_GetNumVideoDisplays() - 1);
- SDL_SetHint('SDL_IOS_ORIENTATIONS','LandscapeLeft LandscapeRight');
+ if isPhone() then
+ SDL_SetHint('SDL_IOS_ORIENTATIONS','LandscapeLeft LandscapeRight');
+
+ // on mobile the SDL_WINDOW_RESIZABLE makes the window respond to rotation events
flags:= flags or SDL_WINDOW_BORDERLESS or SDL_WINDOW_RESIZABLE;
{$ENDIF}
@@ -1112,7 +1121,6 @@
SDLPrimSurface:= nil;
- rotationQt:= 0;
cScaleFactor:= 2.0;
Step:= 0;
ProgrTex:= nil;
--- a/hedgewars/uVariables.pas Sun Jan 29 00:48:39 2012 +0100
+++ b/hedgewars/uVariables.pas Sun Jan 29 02:45:12 2012 +0100
@@ -2334,8 +2334,7 @@
ProgrTex: PTexture;
MissionIcons: PSDL_Surface;
ropeIconTex: PTexture;
- // orientation of the viewport
- rotationQt: GLfloat;
+
// stereoscopic framebuffer and textures
framel, framer, depthl, depthr: GLuint;
texl, texr: GLuint;