Added migration documentation for iOS window properties

Fixes https://github.com/libsdl-org/SDL/issues/9430
This commit is contained in:
Sam Lantinga 2024-06-06 10:55:09 -07:00
parent 1938d25b7e
commit 5701c4f4bc
3 changed files with 60 additions and 29 deletions

View File

@ -1613,7 +1613,7 @@ The information previously available in SDL_GetWindowWMInfo() is now available a
if (nswindow) {
...
}
#elif defined(SDL_PLATFORM_LINUX)
#elif defined(__LINUX__)
if (SDL_GetWindowWMInfo(window, &info)) {
if (info.subsystem == SDL_SYSWM_X11) {
Display *xdisplay = info.info.x11.display;
@ -1629,6 +1629,17 @@ The information previously available in SDL_GetWindowWMInfo() is now available a
}
}
}
#elif defined(__IPHONEOS__)
UIWindow *uiwindow = NULL;
if (SDL_GetWindowWMInfo(window, &info) && info.subsystem == SDL_SYSWM_UIKIT) {
uiwindow = (__bridge UIWindow *)info.info.uikit.window;
}
if (uiwindow) {
GLuint framebuffer = info.info.uikit.framebuffer;
GLuint colorbuffer = info.info.uikit.colorbuffer;
GLuint resolveFramebuffer = info.info.uikit.resolveFramebuffer;
...
}
#endif
```
becomes:
@ -1657,6 +1668,15 @@ becomes:
...
}
}
#elif defined(SDL_PLATFORM_IOS)
SDL_PropertiesID props = SDL_GetWindowProperties(window);
UIWindow *uiwindow = (__bridge UIWindow *)SDL_GetProperty(props, SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER, NULL);
if (uiwindow) {
GLuint framebuffer = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER, 0);
GLuint colorbuffer = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER, 0);
GLuint resolveFramebuffer = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER, 0);
...
}
#endif
```

View File

@ -1127,6 +1127,9 @@ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
* UIWindow associated with the window
* - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag
* assocated with metal views on the window
* - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's framebuffer object. It must be bound when rendering to the screen using OpenGL.
* - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's renderbuffer object. It must be bound when SDL_GL_SwapWindow is called.
* - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL view's resolve framebuffer, when MSAA is used.
*
* On KMS/DRM:
*
@ -1208,34 +1211,37 @@ extern SDL_DECLSPEC SDL_Window *SDLCALL SDL_GetWindowParent(SDL_Window *window);
*/
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window);
#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape"
#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
#define SDL_PROP_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window"
#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape"
#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window"
#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface"
#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window"
#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag"
#define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer"
#define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer"
#define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer"
#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index"
#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd"
#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev"
#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window"
#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag"
#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display"
#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window"
#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface"
#define SDL_PROP_WINDOW_WINRT_WINDOW_POINTER "SDL.window.winrt.window"
#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd"
#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc"
#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance"
#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display"
#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface"
#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window"
#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel"
#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup"
#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner"
#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display"
#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen"
#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window"
/**
* Get the window flags.

View File

@ -171,6 +171,11 @@ SDL_GLContext UIKit_GL_CreateContext(SDL_VideoDevice *_this, SDL_Window *window)
return NULL;
}
SDL_PropertiesID props = SDL_GetWindowProperties(window);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER, view.drawableFramebuffer);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER, view.drawableRenderbuffer);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER, view.msaaResolveFramebuffer);
/* The context owns the view / drawable. */
context.sdlView = view;