From Stephan Huber, "proposed changes allows the user to add a osgGraphicsWindowIOS as an
UIView, respecting the sizes via GraphicsContext::Traits. This helps users, who want to integrate osg into an existing ios-app with multiple UIViews. Additinally a view-controller gets only created if needed, set IGNORE_ORIENTATION via the WindowData-struct. "
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@ -136,6 +136,7 @@ class GraphicsWindowIOS : public osgViewer::GraphicsWindow
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{
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public:
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enum DeviceOrientation{
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IGNORE_ORIENTATION = 0,
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PORTRAIT_ORIENTATION = 1<<0,
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PORTRAIT_UPSIDEDOWN_ORIENTATION = 1<<1,
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LANDSCAPE_LEFT_ORIENTATION = 1<<2,
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@ -144,8 +145,8 @@ class GraphicsWindowIOS : public osgViewer::GraphicsWindow
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};
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typedef unsigned int DeviceOrientationFlags;
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WindowData(UIWindow* window = NULL, DeviceOrientationFlags orientationFlags = ALL_ORIENTATIONS, float scaleFactor = -1.0f)
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: _window(window),
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WindowData(UIView* window_or_view = NULL, DeviceOrientationFlags orientationFlags = ALL_ORIENTATIONS, float scaleFactor = -1.0f)
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: _windowOrView(window_or_view),
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_deviceOrientationFlags(orientationFlags),
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_viewContentScaleFactor(scaleFactor)
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{
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@ -155,9 +156,10 @@ class GraphicsWindowIOS : public osgViewer::GraphicsWindow
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void setViewContentScaleFactor(float scaleFactor) { _viewContentScaleFactor = scaleFactor; }
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UIView* getWindowOrParentView() const { return _windowOrView; }
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private:
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UIWindow* _window;
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UIView* _windowOrView;
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DeviceOrientationFlags _deviceOrientationFlags;
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float _viewContentScaleFactor;
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@ -167,7 +169,7 @@ class GraphicsWindowIOS : public osgViewer::GraphicsWindow
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EAGLContext* getContext() { return _context; }
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GraphicsWindowIOSWindow* getWindow() { return _window; }
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GraphicsWindowIOSGLView* getView() { return _view; }
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void setVSync(bool f);
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/** adapts a resize / move of the window, coords in global screen space */
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@ -176,7 +178,7 @@ class GraphicsWindowIOS : public osgViewer::GraphicsWindow
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WindowData::DeviceOrientationFlags getDeviceOrientationFlags() const { return _deviceOrientationFlags; }
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void getDeviceOrientationFlags(WindowData::DeviceOrientationFlags flags) { _deviceOrientationFlags = flags; }
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void setDeviceOrientationFlags(WindowData::DeviceOrientationFlags flags) { _deviceOrientationFlags = flags; }
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//
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@ -125,7 +125,7 @@
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- (osgGA::GUIEventAdapter::TouchPhase) convertTouchPhase: (UITouchPhase) phase;
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- (osg::Vec2) convertPointToPixel: (osg::Vec2) point;
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- (void) dealloc;
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@end
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@implementation GraphicsWindowIOSGLView
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@ -181,6 +181,7 @@
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_context = context;
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}
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// You must implement this method
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+ (Class)layerClass {
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return [CAEAGLLayer class];
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@ -220,10 +221,8 @@
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//
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- (void) dealloc
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{
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//[self destroyFramebuffer];
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//[_context release];//OBJC_TEST
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//_context = nil;
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//_win = NULL;
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OSG_INFO << "GraphicsWindowIOSGLView::dealloc" << std::endl;
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[super dealloc];
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}
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@ -590,6 +589,9 @@ void GraphicsWindowIOS::init()
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_ownsWindow = false;
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_context = NULL;
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_window = NULL;
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_view = NULL;
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_viewController = NULL;
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_updateContext = true;
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//if -1.0 we use the screens scale factor
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_viewContentScaleFactor = -1.0f;
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@ -638,10 +640,10 @@ bool GraphicsWindowIOS::realizeImplementation()
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WindowData* windowData = _traits->inheritedWindowData ? dynamic_cast<WindowData*>(_traits->inheritedWindowData.get()) : NULL;
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if (windowData)
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{
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if (windowData->_window)
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if (windowData->getWindowOrParentView())
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{
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_ownsWindow = false;
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_window = windowData->_window;
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_window = windowData->getWindowOrParentView();
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}
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_deviceOrientationFlags = windowData->_deviceOrientationFlags;
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@ -661,28 +663,28 @@ bool GraphicsWindowIOS::realizeImplementation()
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//but we need to create our views and windows in points. By default we create a full res buffer across all devices. This
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//means that for backward compatibility you need to set the windowData _viewContentScaleFactor to 1.0f and set the screen res to the
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//res of the older gen device.
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CGRect viewBounds;
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CGRect window_bounds;
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osg::Vec2 pointsOrigin = this->pixelToPoint(osg::Vec2(_traits->x, _traits->y));
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osg::Vec2 pointsSize = this->pixelToPoint(osg::Vec2(_traits->width, _traits->height));
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viewBounds.origin.x = pointsOrigin.x();
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viewBounds.origin.y = pointsOrigin.y();
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viewBounds.size.width = pointsSize.x();
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viewBounds.size.height = pointsSize.y();
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window_bounds.origin.x = pointsOrigin.x();
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window_bounds.origin.y = pointsOrigin.y();
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window_bounds.size.width = pointsSize.x();
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window_bounds.size.height = pointsSize.y();
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//if we own the window we need to create one
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if (_ownsWindow)
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{
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//create the IOS window object using the viewbounds (in points) required for our context size
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_window = [[GraphicsWindowIOSWindow alloc] initWithFrame: viewBounds];// styleMask: style backing: NSBackingStoreBuffered defer: NO];
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_window = [[GraphicsWindowIOSWindow alloc] initWithFrame: window_bounds];// styleMask: style backing: NSBackingStoreBuffered defer: NO];
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if (!_window) {
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OSG_WARN << "GraphicsWindowIOS::realizeImplementation: ERROR: Failed to create GraphicsWindowIOSWindow can not display gl view" << std::endl;
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return false;
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}
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OSG_DEBUG << "GraphicsWindowIOS::realizeImplementation: INFO: Created UIWindow with bounds '" << viewBounds.size.width << ", " << viewBounds.size.height << "' (points)." << std::endl;
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OSG_DEBUG << "GraphicsWindowIOS::realizeImplementation: INFO: Created UIWindow with bounds '" << window_bounds.size.width << ", " << window_bounds.size.height << "' (points)." << std::endl;
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//if the user has requested a differnet screenNum from default 0 get the UIScreen object and
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//apply to our window (this is for IPad external screens, I don't have one, so I've no idea if it works)
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@ -711,7 +713,8 @@ bool GraphicsWindowIOS::realizeImplementation()
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}
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//create the view to display our context in our window
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GraphicsWindowIOSGLView* theView = [[ GraphicsWindowIOSGLView alloc ] initWithFrame:[ _window frame ] : this ];
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CGRect gl_view_bounds = (_ownsWindow) ? [_window frame] : window_bounds;
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GraphicsWindowIOSGLView* theView = [[ GraphicsWindowIOSGLView alloc ] initWithFrame: gl_view_bounds : this ];
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if(!theView)
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{
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OSG_FATAL << "GraphicsWindowIOS::realizeImplementation: ERROR: Failed to create GraphicsWindowIOSGLView, can not create frame buffers." << std::endl;
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@ -724,7 +727,6 @@ bool GraphicsWindowIOS::realizeImplementation()
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//size to our desired context size.
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#ifdef __IPHONE_4_0 && (__IPHONE_OS_VERSION_MIN_REQUIRED >= __IPHONE_4_0)
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theView.contentScaleFactor = _viewContentScaleFactor;
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#endif
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[theView setGraphicsWindow: this];
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[theView setOpenGLContext:_context];
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@ -732,17 +734,19 @@ bool GraphicsWindowIOS::realizeImplementation()
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OSG_DEBUG << "GraphicsWindowIOS::realizeImplementation / view: " << theView << std::endl;
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//
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_viewController = [[GraphicsWindowIOSGLViewController alloc] init];
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_viewController.view = _view;
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if (getDeviceOrientationFlags() != WindowData::IGNORE_ORIENTATION)
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{
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_viewController = [[GraphicsWindowIOSGLViewController alloc] init];
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_viewController.view = _view;
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}
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// Attach view to window
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[_window addSubview: _view];
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[theView release];
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//if we own the window also make it visible
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if (_ownsWindow) {
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if (_ownsWindow)
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{
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//show window
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[_window makeKeyAndVisible];
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}
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@ -764,29 +768,35 @@ bool GraphicsWindowIOS::realizeImplementation()
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// ----------------------------------------------------------------------------------------------------------
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void GraphicsWindowIOS::closeImplementation()
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{
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OSG_ALWAYS << "close IOS window" << std::endl;
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OSG_INFO << "close IOS window" << std::endl;
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_valid = false;
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_realized = false;
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if (_view) {
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if (_view)
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{
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[_view setOpenGLContext: NULL];
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[_context release];
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[_view removeFromSuperview];
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[_view setGraphicsWindow: NULL];
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[_view release];
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}
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if (_viewController) {
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if (_viewController)
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{
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[_viewController release];
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_viewController = NULL;
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}
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if (_window && _ownsWindow) {
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if (_window && _ownsWindow)
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{
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[_window release];
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//[glView release];
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}
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_window = NULL;
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_view = NULL;
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_view = NULL;
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_context = NULL;
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}
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