cocoaTouch/SDLOverrides/SDL_uikitwindow.m
author nemo
Sun, 31 Jan 2010 16:35:18 +0000
changeset 2729 c216de4d0c93
parent 2714 c85ffe57d971
child 3027 32890edaa483
permissions -rw-r--r--
Pass correct gear to modifydamage in shotgun

/*
 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, mods for Hedgewars by Vittorio Giovara
 slouken@libsdl.org, vittorio.giovara@gmail.com
 */
#include "SDL_config.h"

#include "SDL_video.h"
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"

#include "SDL_uikitvideo.h"
#include "SDL_uikitevents.h"
#include "SDL_uikitwindow.h"
#import "SDL_uikitappdelegate.h"

#import "SDL_uikitopenglview.h"
#import "SDL_renderer_sw.h"

#include <UIKit/UIKit.h>
#include <Foundation/Foundation.h>

static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) {
	SDL_WindowData *data;
	
	/* Allocate the window data */
	data = (SDL_WindowData *)SDL_malloc(sizeof(*data));
	if (!data) {
		SDL_OutOfMemory();
		return -1;
	}
	data->window = window;
	data->uiwindow = uiwindow;
	data->view = nil;
	
	/* Fill in the SDL window with the window data */
	{
		window->x = 0;
		window->y = 0;
		window->w = (int)uiwindow.frame.size.width;
		window->h = (int)uiwindow.frame.size.height;
	}
	
	window->driverdata = data;
	
	window->flags &= ~SDL_WINDOW_RESIZABLE;		/* window is NEVER resizeable */
	window->flags |= SDL_WINDOW_OPENGL;			/* window is always OpenGL */
	window->flags |= SDL_WINDOW_FULLSCREEN;		/* window is always fullscreen */
	window->flags |= SDL_WINDOW_SHOWN;			/* only one window on iPod touch, always shown */
	window->flags |= SDL_WINDOW_INPUT_FOCUS;	/* always has input focus */	
	
	/* SDL_WINDOW_BORDERLESS controls whether status bar is hidden */
	if (window->flags & SDL_WINDOW_BORDERLESS) {
		[UIApplication sharedApplication].statusBarHidden = YES;
	}
	else {
		[UIApplication sharedApplication].statusBarHidden = NO;
	}
	
	return 0;
	
}

int UIKit_CreateWindow(_THIS, SDL_Window *window) {
	/* We currently only handle single window applications on iPhone 
	if (nil != [SDLUIKitDelegate sharedAppDelegate].window) {
		SDL_SetError("Window already exists, no multi-window support.");
		return -1;
	}
	
	// ignore the size user requested, and make a fullscreen window 
	UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];*/
	
	// since we handle the window with a NIB, we don't need the initialization above
	if (SetupWindowData(_this, window, [SDLUIKitDelegate sharedAppDelegate].uiwindow, SDL_TRUE) < 0) {
		SDL_SetError("SetupWindowData() failed");
		//[uiwindow release];
		return -1;
	}	
	
	// This saves the main window in the app delegate so event callbacks can do stuff on the window.
	// This assumes a single window application design and needs to be fixed for multiple windows.
	[SDLUIKitDelegate sharedAppDelegate].window = window;

	//[SDLUIKitDelegate sharedAppDelegate].uiwindow = uiwindow;
	//[uiwindow release]; /* release the window (the app delegate has retained it) */
	
	return 1;
	
}

void UIKit_DestroyWindow(_THIS, SDL_Window * window) {
	/* don't worry, the delegate will automatically release the window */
	
	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
	if (data) {
		SDL_free( window->driverdata );
	}

	/* this will also destroy the window */
	[SDLUIKitDelegate sharedAppDelegate].window = NULL;
	//[SDLUIKitDelegate sharedAppDelegate].uiwindow = nil;

}

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