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synced 2026-04-25 15:58:04 -05:00
Tim Angus 2012-02-20 09:40:35 PST As alluded to in the email thread "SDL2 error on iOS (doublefree)", I believe the original cause of this bug is confusion over the purpose of SDL_VideoDisplay::current_mode. It looks as though it is a weak reference to another mode, albeit with value semantics. The iOS port treated it as a strong reference however and claimed ownership, which is why things blew up. All the patch really does it to stop treating current_mode as a strong reference. To prevent this happening again it might be an idea to change current_mode to be a pointer type rather than a value. This would certainly make its semantics much more obvious. Failing that, a comment in the struct indicating its weak reference properties might be wise.
383 lines
11 KiB
Objective-C
Executable File
383 lines
11 KiB
Objective-C
Executable File
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_DRIVER_UIKIT
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#import <UIKit/UIKit.h>
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#include "SDL_video.h"
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#include "SDL_mouse.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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#include "SDL_uikitvideo.h"
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#include "SDL_uikitevents.h"
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#include "SDL_uikitwindow.h"
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#include "SDL_uikitopengles.h"
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#include "SDL_assert.h"
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#define UIKITVID_DRIVER_NAME "uikit"
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/* Initialization/Query functions */
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static int UIKit_VideoInit(_THIS);
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static void UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * sdl_display);
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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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BOOL SDL_UIKit_supports_multiple_displays = NO;
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/* DUMMY driver bootstrap functions */
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static int
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UIKit_Available(void)
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{
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return 1;
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}
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static void UIKit_DeleteDevice(SDL_VideoDevice * device)
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{
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SDL_free(device);
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}
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static SDL_VideoDevice *
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UIKit_CreateDevice(int devindex)
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{
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SDL_VideoDevice *device;
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/* Initialize all variables that we clean on shutdown */
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device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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if (!device) {
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SDL_OutOfMemory();
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if (device) {
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SDL_free(device);
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}
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return (0);
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}
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/* Set the function pointers */
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device->VideoInit = UIKit_VideoInit;
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device->VideoQuit = UIKit_VideoQuit;
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device->GetDisplayModes = UIKit_GetDisplayModes;
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device->SetDisplayMode = UIKit_SetDisplayMode;
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device->PumpEvents = UIKit_PumpEvents;
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device->CreateWindow = UIKit_CreateWindow;
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device->SetWindowFullscreen = UIKit_SetWindowFullscreen;
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device->DestroyWindow = UIKit_DestroyWindow;
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device->GetWindowWMInfo = UIKit_GetWindowWMInfo;
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/* OpenGL (ES) functions */
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device->GL_MakeCurrent = UIKit_GL_MakeCurrent;
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device->GL_SwapWindow = UIKit_GL_SwapWindow;
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device->GL_CreateContext = UIKit_GL_CreateContext;
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device->GL_DeleteContext = UIKit_GL_DeleteContext;
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device->GL_GetProcAddress = UIKit_GL_GetProcAddress;
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device->GL_LoadLibrary = UIKit_GL_LoadLibrary;
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device->free = UIKit_DeleteDevice;
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device->gl_config.accelerated = 1;
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return device;
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}
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VideoBootStrap UIKIT_bootstrap = {
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UIKITVID_DRIVER_NAME, "SDL UIKit video driver",
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UIKit_Available, UIKit_CreateDevice
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};
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/*
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!!! FIXME:
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The main screen should list a AxB mode for portrait orientation, and then
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also list BxA for landscape mode. When setting a given resolution, we should
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rotate the view's transform appropriately (extra credit if you check the
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accelerometer and rotate the display so it's never upside down).
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http://iphonedevelopment.blogspot.com/2008/10/starting-in-landscape-mode-without.html
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*/
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static int
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UIKit_AllocateDisplayModeData(SDL_DisplayMode * mode,
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UIScreenMode * uiscreenmode, CGFloat scale)
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{
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SDL_DisplayModeData *data = NULL;
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if (uiscreenmode != nil) {
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/* Allocate the display mode data */
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data = (SDL_DisplayModeData *) SDL_malloc(sizeof(*data));
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if (!data) {
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SDL_OutOfMemory();
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return -1;
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}
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data->uiscreenmode = uiscreenmode;
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[data->uiscreenmode retain];
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data->scale = scale;
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}
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mode->driverdata = data;
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return 0;
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}
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static void
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UIKit_FreeDisplayModeData(SDL_DisplayMode * mode)
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{
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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 if (mode->driverdata != NULL) {
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SDL_DisplayModeData *data = (SDL_DisplayModeData *)mode->driverdata;
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[data->uiscreenmode release];
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SDL_free(data);
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mode->driverdata = NULL;
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}
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}
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static int
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UIKit_AddSingleDisplayMode(SDL_VideoDisplay * display, int w, int h,
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UIScreenMode * uiscreenmode, CGFloat scale)
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{
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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.refresh_rate = 0;
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if (UIKit_AllocateDisplayModeData(&mode, uiscreenmode, scale) < 0) {
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return -1;
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}
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mode.w = w;
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mode.h = h;
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if (SDL_AddDisplayMode(display, &mode)) {
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return 0;
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}
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// Failure case; free resources
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SDL_DisplayModeData *data = (SDL_DisplayModeData *) mode.driverdata;
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if (data != NULL) {
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[data->uiscreenmode release];
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SDL_free(data);
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}
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return -1;
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}
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static int
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UIKit_AddDisplayMode(SDL_VideoDisplay * display, int w, int h, CGFloat scale,
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UIScreenMode * uiscreenmode, BOOL rotated)
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{
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if (UIKit_AddSingleDisplayMode(display, w, h, uiscreenmode, scale) < 0) {
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return -1;
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}
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if (rotated) {
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// Add the rotated version
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if (UIKit_AddSingleDisplayMode(display, h, w, uiscreenmode, scale) < 0) {
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return -1;
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}
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}
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return 0;
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}
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static void
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UIKit_GetDisplayModes(_THIS, SDL_VideoDisplay * display)
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{
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SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
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if (SDL_UIKit_supports_multiple_displays) {
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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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for (UIScreenMode *uimode in [data->uiscreen availableModes]) {
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BOOL mainscreen = (data->uiscreen == [UIScreen mainScreen]);
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CGSize size = [uimode size];
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int w = (int)size.width;
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int h = (int)size.height;
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// Add the native screen resolution.
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UIKit_AddDisplayMode(display, w, h, data->scale, uimode, mainscreen);
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if (data->scale != 1.0f) {
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// Add the native screen resolution divided by its scale.
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// This is so devices capable of e.g. 640x960 also advertise
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// 320x480.
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UIKit_AddDisplayMode(display,
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(int)(w / data->scale), (int)(h / data->scale),
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1.0f, uimode, mainscreen);
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}
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}
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} else {
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const CGRect rect = [data->uiscreen bounds];
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UIKit_AddDisplayMode(display,
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(int)rect.size.width, (int)rect.size.height,
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1.0f, nil, YES);
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}
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}
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static int
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UIKit_AddDisplay(UIScreen *uiscreen, CGSize size)
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{
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// When dealing with UIKit all coordinates are specified in terms of
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// what Apple refers to as points. On earlier devices without the
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// so called "Retina" display, there is a one to one mapping between
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// points and pixels. In other cases [UIScreen scale] indicates the
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// relationship between points and pixels. Since SDL has no notion
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// of points, we must compensate in all cases where dealing with such
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// units.
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CGFloat scale;
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if ([UIScreen instancesRespondToSelector:@selector(scale)]) {
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scale = [uiscreen scale]; // iOS >= 4.0
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} else {
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scale = 1.0f; // iOS < 4.0
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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 = (int)(size.width * scale);
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mode.h = (int)(size.height * scale);
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mode.refresh_rate = 0;
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UIScreenMode * uiscreenmode = nil;
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// UIScreenMode showed up in 3.2 (the iPad and later). We're
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// misusing this supports_multiple_displays flag here for that.
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if (SDL_UIKit_supports_multiple_displays) {
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uiscreenmode = [uiscreen currentMode];
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}
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if (UIKit_AllocateDisplayModeData(&mode, uiscreenmode, scale) < 0) {
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return -1;
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}
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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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/* Allocate the display data */
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SDL_DisplayData *data = (SDL_DisplayData *) SDL_malloc(sizeof(*data));
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if (!data) {
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SDL_OutOfMemory();
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UIKit_FreeDisplayModeData(&display.desktop_mode);
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return -1;
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}
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[uiscreen retain];
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data->uiscreen = uiscreen;
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data->scale = scale;
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display.driverdata = data;
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SDL_AddVideoDisplay(&display);
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return 0;
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}
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int
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UIKit_VideoInit(_THIS)
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{
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_this->gl_config.driver_loaded = 1;
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// this tells us whether we are running on ios >= 3.2
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SDL_UIKit_supports_multiple_displays = [UIScreen instancesRespondToSelector:@selector(currentMode)];
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// Add the main screen.
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UIScreen *uiscreen = [UIScreen mainScreen];
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const CGSize size = [uiscreen bounds].size;
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if (UIKit_AddDisplay(uiscreen, size) < 0) {
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return -1;
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}
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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. So, add the other displays (screens in UI speak).
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if (SDL_UIKit_supports_multiple_displays) {
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for (UIScreen *uiscreen in [UIScreen screens]) {
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// Only add the other screens
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if (uiscreen != [UIScreen mainScreen]) {
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const CGSize size = [uiscreen bounds].size;
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if (UIKit_AddDisplay(uiscreen, size) < 0) {
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return -1;
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}
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}
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}
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}
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/* We're done! */
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return 0;
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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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SDL_DisplayData *data = (SDL_DisplayData *) 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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SDL_DisplayModeData *modedata = (SDL_DisplayModeData *)mode->driverdata;
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[data->uiscreen setCurrentMode:modedata->uiscreenmode];
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CGSize size = [modedata->uiscreenmode size];
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if (size.width >= size.height) {
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
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} else {
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[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationPortrait animated:NO];
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}
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}
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return 0;
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}
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void
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UIKit_VideoQuit(_THIS)
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{
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// Release Objective-C objects, so higher level doesn't free() them.
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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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SDL_DisplayData *data = (SDL_DisplayData *) display->driverdata;
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[data->uiscreen release];
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SDL_free(data);
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display->driverdata = NULL;
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UIKit_FreeDisplayModeData(&display->desktop_mode);
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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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UIKit_FreeDisplayModeData(mode);
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}
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}
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}
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#endif /* SDL_VIDEO_DRIVER_UIKIT */
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/* vi: set ts=4 sw=4 expandtab: */
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