SDL_uikitopengles is responsible for OpenGLES related functions in the UIKit video driver. The main thing to note is UIKit_GL_CreateContext which creates an instance of the SDL_uikitopenglview class, an OpenGL ES View. Most the real functionality is in SDL_uikitopenglview.
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/uikit/SDL_uikitopengles.h Thu Jul 17 22:32:16 2008 +0000
@@ -0,0 +1,23 @@
+/*
+ * SDL_uikitopengles.h
+ * iPodSDL
+ *
+ * Created by Holmes Futrell on 5/29/08.
+ * Copyright 2008 __MyCompanyName__. All rights reserved.
+ *
+ */
+
+#include "SDL_config.h"
+
+#ifndef _SDL_uikitopengles
+#define _SDL_uikitopengles
+
+#include "SDL_uikitvideo.h"
+
+extern int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context);
+extern void UIKit_GL_SwapWindow(_THIS, SDL_Window * window);
+extern SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window);
+extern void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context);
+extern void *UIKit_GL_GetProcAddress(_THIS, const char *proc);
+extern int UIKit_GL_LoadLibrary(_THIS, const char *path);
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/uikit/SDL_uikitopengles.m Thu Jul 17 22:32:16 2008 +0000
@@ -0,0 +1,92 @@
+/*
+ * SDL_uikitopengles.c
+ * iPodSDL
+ *
+ * Created by Holmes Futrell on 5/29/08.
+ * Copyright 2008 __MyCompanyName__. All rights reserved.
+ *
+ */
+
+#include "SDL_uikitopengles.h"
+#include "SDL_uikitopenglview.h"
+#include "jump.h"
+#include "SDL_sysvideo.h"
+#include "SDL_loadso.h"
+#include <dlfcn.h>
+
+extern SDL_uikitopenglview *uikitEAGLView;
+extern UIWindow *uikitWindow;
+
+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);
+}
+
+int UIKit_GL_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context)
+{
+ [uikitEAGLView setCurrentContext];
+ return 0;
+}
+
+int
+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)
+{
+
+ [uikitEAGLView swapBuffers];
+
+ /* since now we've got something to draw
+ make the window visible */
+ [uikitWindow makeKeyAndVisible];
+
+ /* we need to let the event cycle run, or the OS won't update the OpenGL view! */
+ SDL_PumpEvents();
+
+}
+
+SDL_GLContext UIKit_GL_CreateContext(_THIS, SDL_Window * window)
+{
+
+ uikitEAGLView = [[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];
+
+ [uikitWindow addSubview: [uikitEAGLView autorelease]];
+ uikitEAGLView.multipleTouchEnabled = YES;
+
+ if ( UIKit_GL_MakeCurrent(_this, window, NULL) < 0 ) {
+ //Cocoa_GL_DeleteContext(_this, context);
+ return NULL;
+ }
+
+ return [uikitEAGLView context];
+}
+
+void UIKit_GL_DeleteContext(_THIS, SDL_GLContext context)
+{
+
+ return;
+}
+
+