Much improved multi-display support for iPad.
Fixes most issues and limitations, I think.
This commit is contained in:
parent
953d5e65ea
commit
b6ef5b01d8
7 changed files with 136 additions and 76 deletions
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@ -25,13 +25,8 @@
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/* *INDENT-OFF* */
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@interface SDLUIKitDelegate:NSObject<UIApplicationDelegate> {
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SDL_Window *window;
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UIWindow *uiwindow;
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}
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@property (readwrite, assign) SDL_Window *window;
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@property (readwrite, retain) UIWindow *uiwindow;
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+(SDLUIKitDelegate *)sharedAppDelegate;
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@end
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@ -20,6 +20,8 @@
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slouken@libsdl.org
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*/
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#import "../SDL_sysvideo.h"
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#import "SDL_uikitappdelegate.h"
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#import "SDL_uikitopenglview.h"
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#import "SDL_events_c.h"
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@ -55,9 +57,6 @@ int main(int argc, char **argv) {
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@implementation SDLUIKitDelegate
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@synthesize window;
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@synthesize uiwindow;
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/* convenience method */
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+(SDLUIKitDelegate *)sharedAppDelegate {
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/* the delegate is set in UIApplicationMain(), which is garaunteed to be called before this method */
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@ -66,8 +65,6 @@ int main(int argc, char **argv) {
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- (id)init {
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self = [super init];
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window = NULL;
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uiwindow = nil;
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return self;
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}
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@ -106,21 +103,42 @@ afterDelay:0.0];
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- (void) applicationWillResignActive:(UIApplication*)application
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{
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// NSLog(@"%@", NSStringFromSelector(_cmd));
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SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
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//NSLog(@"%@", NSStringFromSelector(_cmd));
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// Send every window on every screen a MINIMIZED event.
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SDL_VideoDevice *_this = SDL_GetVideoDevice();
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if (!_this) {
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return;
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}
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int i;
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for (i = 0; i < _this->num_displays; i++) {
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const SDL_VideoDisplay *display = &_this->displays[i];
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SDL_Window *window;
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for (window = display->windows; window != nil; window = window->next) {
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
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}
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}
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}
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- (void) applicationDidBecomeActive:(UIApplication*)application
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{
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// NSLog(@"%@", NSStringFromSelector(_cmd));
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SDL_SendWindowEvent(self.window, SDL_WINDOWEVENT_RESTORED, 0, 0);
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}
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//NSLog(@"%@", NSStringFromSelector(_cmd));
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// Send every window on every screen a RESTORED event.
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SDL_VideoDevice *_this = SDL_GetVideoDevice();
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if (!_this) {
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return;
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}
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-(void)dealloc {
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[uiwindow release];
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[super dealloc];
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int i;
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for (i = 0; i < _this->num_displays; i++) {
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const SDL_VideoDisplay *display = &_this->displays[i];
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SDL_Window *window;
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for (window = display->windows; window != nil; window = window->next) {
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
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}
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}
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}
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@end
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@ -99,13 +99,13 @@ void UIKit_GL_SwapWindow(_THIS, SDL_Window * window)
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SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
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{
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SDL_uikitopenglview *view;
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SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
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UIScreen *uiscreen = (UIScreen *) window->display->driverdata;
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UIWindow *uiwindow = data->uiwindow;
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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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/* construct our view, passing in SDL's OpenGL configuration data */
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view = [[SDL_uikitopenglview alloc] initWithFrame: [[UIScreen mainScreen] applicationFrame] \
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/* construct our view, passing in SDL's OpenGL configuration data */
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view = [[SDL_uikitopenglview alloc] initWithFrame: [uiwindow bounds] \
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retainBacking: _this->gl_config.retained_backing \
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rBits: _this->gl_config.red_size \
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gBits: _this->gl_config.green_size \
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@ -116,7 +116,7 @@ SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
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data->view = view;
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/* add the view to our window */
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[data->uiwindow addSubview: view ];
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[uiwindow addSubview: view ];
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/* Don't worry, the window retained the view */
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[view release];
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@ -26,6 +26,10 @@
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#include "../SDL_sysvideo.h"
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#include <UIKit/UIKit.h>
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extern BOOL SDL_UIKit_supports_multiple_displays;
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#endif /* _SDL_uikitvideo_h */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -49,7 +49,7 @@ static int UIKit_SetDisplayMode(_THIS, SDL_VideoDisplay * display,
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SDL_DisplayMode * mode);
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static void UIKit_VideoQuit(_THIS);
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static BOOL supports_multiple_displays = NO;
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BOOL SDL_UIKit_supports_multiple_displays = NO;
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/* DUMMY driver bootstrap functions */
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@ -124,14 +124,14 @@ The main screen should list a AxB mode for portrait orientation, and then
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static void
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UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
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{
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const UIScreen *screen = (UIScreen *) display->driverdata;
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UIScreen *uiscreen = (UIScreen *) display->driverdata;
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SDL_DisplayMode mode;
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SDL_zero(mode);
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// availableModes showed up in 3.2 (the iPad and later). We should only
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// land here for at least that version of the OS.
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if (!supports_multiple_displays) {
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const CGRect rect = [screen bounds];
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if (!SDL_UIKit_supports_multiple_displays) {
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const CGRect rect = [uiscreen bounds];
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mode.format = SDL_PIXELFORMAT_ABGR8888;
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mode.w = (int) rect.size.width;
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mode.h = (int) rect.size.height;
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@ -141,7 +141,7 @@ UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
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return;
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}
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const NSArray *modes = [screen availableModes];
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const NSArray *modes = [uiscreen availableModes];
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const NSUInteger mode_count = [modes count];
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NSUInteger i;
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for (i = 0; i < mode_count; i++) {
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@ -159,11 +159,10 @@ UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
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static void
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UIKit_AddDisplay(UIScreen *screen, int w, int h)
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UIKit_AddDisplay(UIScreen *uiscreen, int w, int h)
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{
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SDL_VideoDisplay display;
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SDL_DisplayMode mode;
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SDL_zero(mode);
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mode.format = SDL_PIXELFORMAT_ABGR8888;
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mode.w = w;
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@ -173,8 +172,9 @@ UIKit_AddDisplay(UIScreen *screen, int w, int h)
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SDL_zero(display);
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display.desktop_mode = mode;
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display.current_mode = mode;
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display.driverdata = screen;
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[screen retain];
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[uiscreen retain];
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display.driverdata = uiscreen;
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SDL_AddVideoDisplay(&display);
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}
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@ -187,25 +187,25 @@ UIKit_VideoInit(_THIS)
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NSString *reqSysVer = @"3.2";
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NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
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if ([currSysVer compare:reqSysVer options:NSNumericSearch] != NSOrderedAscending)
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supports_multiple_displays = YES;
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SDL_UIKit_supports_multiple_displays = YES;
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// If this is iPhoneOS < 3.2, all devices are one screen, 320x480 pixels.
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// The iPad added both a larger main screen and the ability to use
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// external displays.
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if (!supports_multiple_displays) {
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if (!SDL_UIKit_supports_multiple_displays) {
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// Just give 'em the whole main screen.
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UIScreen *screen = [UIScreen mainScreen];
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const CGRect rect = [screen bounds];
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UIKit_AddDisplay(screen, (int)rect.size.width, (int)rect.size.height);
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UIScreen *uiscreen = [UIScreen mainScreen];
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const CGRect rect = [uiscreen bounds];
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UIKit_AddDisplay(uiscreen, (int)rect.size.width, (int)rect.size.height);
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} else {
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const NSArray *screens = [UIScreen screens];
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const NSUInteger screen_count = [screens count];
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NSUInteger i;
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for (i = 0; i < screen_count; i++) {
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// the main screen is the first element in the array.
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UIScreen *screen = (UIScreen *) [screens objectAtIndex:i];
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const CGSize size = [[screen currentMode] size];
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UIKit_AddDisplay(screen, (int) size.width, (int) size.height);
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UIScreen *uiscreen = (UIScreen *) [screens objectAtIndex:i];
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const CGSize size = [[uiscreen currentMode] size];
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UIKit_AddDisplay(uiscreen, (int) size.width, (int) size.height);
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}
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}
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static int
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UIKit_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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{
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UIScreen *screen = (UIScreen *) display->driverdata;
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if (!supports_multiple_displays) {
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UIScreen *uiscreen = (UIScreen *) display->driverdata;
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if (!SDL_UIKit_supports_multiple_displays) {
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// Not on at least iPhoneOS 3.2 (versions prior to iPad).
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SDL_assert(mode->driverdata == NULL);
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} else {
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UIScreenMode *uimode = (UIScreenMode *) mode->driverdata;
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[screen setCurrentMode:uimode];
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[uiscreen setCurrentMode:uimode];
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}
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return 0;
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int i, j;
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for (i = 0; i < _this->num_displays; i++) {
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SDL_VideoDisplay *display = &_this->displays[i];
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UIScreen *screen = (UIScreen *) display->driverdata;
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[((UIScreen *) display->driverdata) release];
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UIScreen *uiscreen = (UIScreen *) display->driverdata;
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[uiscreen release];
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display->driverdata = NULL;
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for (j = 0; j < display->num_display_modes; j++) {
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SDL_DisplayMode *mode = &display->display_modes[j];
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@ -36,7 +36,6 @@ extern void UIKit_DestroyWindow(_THIS, SDL_Window * window);
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struct SDL_WindowData
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{
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SDL_Window *window;
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UIWindow *uiwindow;
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SDL_uikitopenglview *view;
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};
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@ -23,6 +23,7 @@
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "SDL_assert.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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@ -38,8 +39,10 @@
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#include <UIKit/UIKit.h>
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#include <Foundation/Foundation.h>
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static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) {
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static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created)
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{
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SDL_VideoDisplay *display = window->display;
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UIScreen *uiscreen = (UIScreen *) display->driverdata;
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SDL_WindowData *data;
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/* Allocate the window data */
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SDL_OutOfMemory();
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return -1;
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}
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data->window = window;
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data->uiwindow = uiwindow;
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data->view = nil;
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window->flags |= SDL_WINDOW_SHOWN; /* only one window on iPod touch, always shown */
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window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */
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/* SDL_WINDOW_BORDERLESS controls whether status bar is hidden */
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if (window->flags & SDL_WINDOW_BORDERLESS) {
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[UIApplication sharedApplication].statusBarHidden = YES;
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}
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else {
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[UIApplication sharedApplication].statusBarHidden = NO;
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// SDL_WINDOW_BORDERLESS controls whether status bar is hidden.
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// This is only set if the window is on the main screen. Other screens
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// just force the window to have the borderless flag.
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if ([UIScreen mainScreen] == uiscreen) {
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if (window->flags & SDL_WINDOW_BORDERLESS) {
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[UIApplication sharedApplication].statusBarHidden = YES;
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} else {
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[UIApplication sharedApplication].statusBarHidden = NO;
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}
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}
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return 0;
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int UIKit_CreateWindow(_THIS, SDL_Window *window) {
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/* We currently only handle single window applications on iPhone */
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if (nil != [SDLUIKitDelegate sharedAppDelegate].window) {
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SDL_SetError("Window already exists, no multi-window support.");
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SDL_VideoDisplay *display = window->display;
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UIScreen *uiscreen = (UIScreen *) display->driverdata;
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// SDL currently puts this window at the start of display's linked list. We rely on this.
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SDL_assert(display->windows == window);
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/* We currently only handle a single window per display on iPhone */
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if (window->next != NULL) {
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SDL_SetError("Only one window allowed per display.");
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return -1;
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}
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// Non-mainscreen windows must be force to borderless, as there's no
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// status bar there, and we want to get the right dimensions later in
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// this function.
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if ([UIScreen mainScreen] != uiscreen) {
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window->flags |= SDL_WINDOW_BORDERLESS;
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}
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// If monitor has a resolution of 0x0 (hasn't been explicitly set by the
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// user, so it's in standby), try to force the display to a resolution
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// that most closely matches the desired window size.
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if (SDL_UIKit_supports_multiple_displays) {
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const CGSize origsize = [[uiscreen currentMode] size];
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if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) {
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if (display->num_display_modes == 0) {
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_this->GetDisplayModes(_this, display);
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}
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int i;
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const SDL_DisplayMode *bestmode = NULL;
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for (i = display->num_display_modes; i >= 0; i--) {
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const SDL_DisplayMode *mode = &display->display_modes[i];
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if ((mode->w >= window->w) && (mode->h >= window->h))
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bestmode = mode;
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}
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if (bestmode) {
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UIScreenMode *uimode = (UIScreenMode *) bestmode->driverdata;
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[uiscreen setCurrentMode:uimode];
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display->desktop_mode = *bestmode;
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display->current_mode = *bestmode;
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}
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}
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}
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/* ignore the size user requested, and make a fullscreen window */
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UIWindow *uiwindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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// !!! FIXME: can we have a smaller view?
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UIWindow *uiwindow = [UIWindow alloc];
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if (window->flags & SDL_WINDOW_BORDERLESS)
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uiwindow = [uiwindow initWithFrame:[uiscreen bounds]];
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else
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uiwindow = [uiwindow initWithFrame:[uiscreen applicationFrame]];
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if (SDL_UIKit_supports_multiple_displays) {
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[uiwindow setScreen:uiscreen];
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}
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if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) {
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[uiwindow release];
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return -1;
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}
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// This saves the main window in the app delegate so event callbacks can do stuff on the window.
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// This assumes a single window application design and needs to be fixed for multiple windows.
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[SDLUIKitDelegate sharedAppDelegate].window = window;
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[SDLUIKitDelegate sharedAppDelegate].uiwindow = uiwindow;
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[uiwindow release]; /* release the window (the app delegate has retained it) */
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return 1;
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}
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void UIKit_DestroyWindow(_THIS, SDL_Window * window) {
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/* don't worry, the delegate will automatically release the window */
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SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
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if (data) {
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SDL_free( window->driverdata );
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[data->uiwindow release];
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SDL_free(data);
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window->driverdata = NULL;
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}
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/* this will also destroy the window */
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[SDLUIKitDelegate sharedAppDelegate].window = NULL;
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[SDLUIKitDelegate sharedAppDelegate].uiwindow = nil;
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}
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/* vi: set ts=4 sw=4 expandtab: */
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