68cb8b0239
This replaces the SDL-based system and should allow Metal to work on iOS. OpenGL and raster will render but there's no touch input yet. Bug: skia:8737 Change-Id: I863accc47f0e1781192d567dbe54d1e321c3cd2e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/231561 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
149 lines
3.2 KiB
Plaintext
149 lines
3.2 KiB
Plaintext
/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "tools/sk_app/ios/WindowContextFactory_ios.h"
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#include "tools/sk_app/ios/Window_ios.h"
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@interface WindowViewController : UIViewController
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- (WindowViewController*)initWithWindow:(sk_app::Window_ios*)initWindow;
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@end
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///////////////////////////////////////////////////////////////////////////////
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using sk_app::Window;
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namespace sk_app {
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Window_ios* Window_ios::gWindow = nullptr;
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Window* Window::CreateNativeWindow(void*) {
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// already have a window
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if (Window_ios::MainWindow()) {
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return nullptr;
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}
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Window_ios* window = new Window_ios();
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if (!window->initWindow()) {
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delete window;
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return nullptr;
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}
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return window;
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}
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bool Window_ios::initWindow() {
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// we already have a window
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if (fWindow) {
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return true;
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}
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// Create a delegate to track certain events
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WindowViewController* viewController = [[WindowViewController alloc] initWithWindow:this];
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if (nil == viewController) {
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return false;
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}
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fWindow = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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if (nil == fWindow) {
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[viewController release];
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return false;
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}
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fWindow.backgroundColor = [UIColor whiteColor];
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viewController.view = nil;
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[fWindow setRootViewController:viewController];
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[fWindow makeKeyAndVisible];
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gWindow = this;
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return true;
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}
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void Window_ios::closeWindow() {
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if (nil != fWindow) {
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gWindow = nullptr;
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[fWindow release];
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fWindow = nil;
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}
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}
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bool Window_ios::attach(BackendType attachType) {
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this->initWindow();
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window_context_factory::IOSWindowInfo info;
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info.fWindow = this;
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info.fViewController = fWindow.rootViewController;
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switch (attachType) {
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case kRaster_BackendType:
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fWindowContext = MakeRasterForIOS(info, fRequestedDisplayParams);
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break;
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//#ifdef SK_METAL
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// case kMetal_BackendType:
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// fWindowContext = MakeMetalForMac(info, fRequestedDisplayParams);
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// break;
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//#endif
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case kNativeGL_BackendType:
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default:
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fWindowContext = MakeGLForIOS(info, fRequestedDisplayParams);
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break;
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}
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this->onBackendCreated();
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return (SkToBool(fWindowContext));
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}
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void Window_ios::PaintWindow() {
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gWindow->onPaint();
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}
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void Window_ios::onInval() {
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// TODO: send expose event
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}
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} // namespace sk_app
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///////////////////////////////////////////////////////////////////////////////
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@implementation WindowViewController {
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sk_app::Window_ios* fWindow;
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}
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- (WindowViewController*)initWithWindow:(sk_app::Window_ios *)initWindow {
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fWindow = initWindow;
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return self;
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}
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- (void)viewDidLoad {
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// nothing yet
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}
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- (void)didReceiveMemoryWarning {
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// nothing yet
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}
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@end
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///////////////////////////////////////////////////////////////////////////////
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@implementation MainView {
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sk_app::Window_ios* fWindow;
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}
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- (MainView*)initWithWindow:(sk_app::Window_ios *)initWindow {
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self = [super init];
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fWindow = initWindow;
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return self;
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}
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@end
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