From 04f9fc3e180afe47385bc189e9f5f36766d2091b Mon Sep 17 00:00:00 2001 From: Johannes Schickel Date: Thu, 23 Feb 2012 01:27:38 +0100 Subject: IPHONE: Move projection setup code to its own method. --- backends/platform/iphone/iphone_video.mm | 66 +++++++++++++++++--------------- 1 file changed, 35 insertions(+), 31 deletions(-) diff --git a/backends/platform/iphone/iphone_video.mm b/backends/platform/iphone/iphone_video.mm index c99346964c..b6636e6f9a 100644 --- a/backends/platform/iphone/iphone_video.mm +++ b/backends/platform/iphone/iphone_video.mm @@ -540,51 +540,55 @@ static bool getMouseCoords(UIDeviceOrientation orientation, CGPoint point, int * glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError(); } -- (void)initSurface { - _gameScreenTextureWidth = getSizeNextPOT(_videoContext.screenWidth); - _gameScreenTextureHeight = getSizeNextPOT(_videoContext.screenHeight); - - _gameScreenTexCoords[2] = _gameScreenTexCoords[6] = _videoContext.screenWidth / (GLfloat)_gameScreenTextureWidth; - _gameScreenTexCoords[5] = _gameScreenTexCoords[7] = _videoContext.screenHeight / (GLfloat)_gameScreenTextureHeight; +- (void)setUpOrientation:(UIDeviceOrientation)orientation width:(int *)width height:(int *)height { + _orientation = orientation; - _orientation = [[UIDevice currentDevice] orientation]; + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + // We always force the origin (0,0) to be in the upper left corner. switch (_orientation) { - case UIDeviceOrientationLandscapeLeft: case UIDeviceOrientationLandscapeRight: - case UIDeviceOrientationPortrait: + glRotatef( 90, 0, 0, 1); printOpenGLError(); + glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError(); + + *width = _renderBufferHeight; + *height = _renderBufferWidth; break; + case UIDeviceOrientationLandscapeLeft: + glRotatef(-90, 0, 0, 1); printOpenGLError(); + glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError(); + + *width = _renderBufferHeight; + *height = _renderBufferWidth; + break; + + case UIDeviceOrientationPortrait: default: + // We must force the portrait orientation here, since we might not know + // the real orientation. _orientation = UIDeviceOrientationPortrait; - } - //printf("Window: (%d, %d), Surface: (%d, %d), Texture(%d, %d)\n", _fullWidth, _fullHeight, _videoContext.screenWidth, _videoContext.screenHeight, _gameScreenTextureWidth, _gameScreenTextureHeight); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); + glOrthof(0, _renderBufferWidth, _renderBufferHeight, 0, 0, 1); printOpenGLError(); - int screenWidth, screenHeight; + *width = _renderBufferWidth; + *height = _renderBufferHeight; + break; + } +} - // Set the origin (0,0) depending on the rotation mode. - if (_orientation == UIDeviceOrientationLandscapeRight) { - glRotatef( 90, 0, 0, 1); printOpenGLError(); - glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError(); +- (void)initSurface { + _gameScreenTextureWidth = getSizeNextPOT(_videoContext.screenWidth); + _gameScreenTextureHeight = getSizeNextPOT(_videoContext.screenHeight); - screenWidth = _renderBufferHeight; - screenHeight = _renderBufferWidth; - } else if (_orientation == UIDeviceOrientationLandscapeLeft) { - glRotatef(-90, 0, 0, 1); printOpenGLError(); - glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError(); + _gameScreenTexCoords[2] = _gameScreenTexCoords[6] = _videoContext.screenWidth / (GLfloat)_gameScreenTextureWidth; + _gameScreenTexCoords[5] = _gameScreenTexCoords[7] = _videoContext.screenHeight / (GLfloat)_gameScreenTextureHeight; - screenWidth = _renderBufferHeight; - screenHeight = _renderBufferWidth; - } else if (_orientation == UIDeviceOrientationPortrait) { - glOrthof(0, _renderBufferWidth, _renderBufferHeight, 0, 0, 1); printOpenGLError(); + int screenWidth, screenHeight; + [self setUpOrientation:[[UIDevice currentDevice] orientation] width:&screenWidth height:&screenHeight]; - screenWidth = _renderBufferWidth; - screenHeight = _renderBufferHeight; - } + //printf("Window: (%d, %d), Surface: (%d, %d), Texture(%d, %d)\n", _fullWidth, _fullHeight, _videoContext.screenWidth, _videoContext.screenHeight, _gameScreenTextureWidth, _gameScreenTextureHeight); if (_screenTexture > 0) { glDeleteTextures(1, &_screenTexture); printOpenGLError(); -- cgit v1.2.3