author Holmes Futrell <>
Wed, 13 Aug 2008 20:56:21 +0000
changeset 2416 d92493ff1b51
parent 2403 e9a1eed243c9
child 2444 bf7028ffbf07
permissions -rw-r--r--
Fixed a bug where bad access would occur if UIKIT_MakeCurrent is passed NULL for the parameter 'SDL_GLContext context'. Instead, it clears the current context.

 SDL - Simple DirectMedia Layer
 Copyright (C) 1997-2006 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
 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

#include "SDL_uikitopengles.h"
#include "SDL_uikitopenglview.h"
#include "SDL_uikitappdelegate.h"
#include "SDL_uikitwindow.h"
#include "jump.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;

UIKit_GL_LoadLibrary(_THIS, const char *path)
	/* shouldn't be passing a path into this function */
    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) {
	[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_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
	SDL_uikitopenglview *view;

	SDL_WindowData *data = (SDL_WindowData *)window->driverdata;
	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];

	view.multipleTouchEnabled = YES;

	data->view = view;

	[data->uiwindow addSubview: view ];
	/* Don't worry, the window retained the view */
	[view release];
	if ( UIKit_GL_MakeCurrent(_this, window, NULL) < 0 ) {
        UIKit_GL_DeleteContext(_this, NULL);
        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];