skia2/tools/sk_app/ios/main_ios.mm
Jim Van Verth 68cb8b0239 Switch to new IOS windowing system.
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>
2019-08-29 20:13:03 +00:00

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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkTypes.h"
#include "include/private/SkTHash.h"
#include "tools/sk_app/Application.h"
#include "tools/sk_app/ios/Window_ios.h"
#include "tools/timer/Timer.h"
#import <UIKit/UIKit.h>
using sk_app::Application;
////////////////////////////////////////////////////////////////////
@interface AppDelegate : UIResponder<UIApplicationDelegate>
@property (nonatomic, assign) BOOL done;
@property (strong, nonatomic) UIWindow *window;
@end
@implementation AppDelegate
@synthesize done = _done;
@synthesize window = _window;
- (void)applicationWillTerminate:(UIApplication *)sender {
_done = TRUE;
}
- (void)launchApp {
// Extract argc and argv from NSProcessInfo
NSArray *arguments = [[NSProcessInfo processInfo] arguments];
int argc = arguments.count;
char** argv = (char **)malloc((argc+1) * sizeof(char *));
int i = 0;
for (NSString* string in arguments) {
size_t bufferSize = (string.length+1) * sizeof(char);
argv[i] = (char*)malloc(bufferSize);
[string getCString:argv[i]
maxLength:bufferSize
encoding:NSUTF8StringEncoding];
++i;
}
argv[i] = NULL;
Application* app = Application::Create(argc, argv, nullptr);
// Free the memory we used for argc and argv
for (i = 0; i < argc; i++) {
free(argv[i]);
}
free(argv);
sk_app::Window_ios* mainWindow = sk_app::Window_ios::MainWindow();
if (!mainWindow) {
return;
}
self.window = mainWindow->uiWindow();
// take over the main event loop
bool done = false;
while (!done) {
// TODO: consider using a dispatch queue or CADisplayLink instead of this
const CFTimeInterval kSeconds = 0.000002;
CFRunLoopRunResult result;
do {
result = CFRunLoopRunInMode(kCFRunLoopDefaultMode, kSeconds, TRUE);
} while (result == kCFRunLoopRunHandledSource);
// TODO: is this the right approach for iOS?
// Rather than depending on an iOS event to drive this, we treat our window
// invalidation flag as a separate event stream. Window::onPaint() will clear
// the invalidation flag, effectively removing it from the stream.
sk_app::Window_ios::PaintWindow();
app->onIdle();
}
delete app;
}
- (BOOL)application:(UIApplication *)application
didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// let the system event loop run once, then launch into our main loop
[self performSelector:@selector(launchApp) withObject:nil afterDelay:0.0];
return YES;
}
@end
///////////////////////////////////////////////////////////////////
int main(int argc, char **argv) {
/* Give over control to run loop, AppDelegate will handle most things from here */
@autoreleasepool {
UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
return EXIT_SUCCESS;
}