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[iOS] Added (fake) implementation of vertical synchronization
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@ -31,6 +31,7 @@
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#include <SFML/Window/GlContext.hpp>
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#include <SFML/Window/GlContext.hpp>
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#include <SFML/Window/iOS/ObjCType.hpp>
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#include <SFML/Window/iOS/ObjCType.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/Clock.hpp>
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#include <OpenGLES/ES1/gl.h>
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#include <OpenGLES/ES1/gl.h>
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@ -153,6 +154,8 @@ private:
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GLuint m_framebuffer; ///< Frame buffer associated to the context
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GLuint m_framebuffer; ///< Frame buffer associated to the context
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GLuint m_colorbuffer; ///< Color render buffer
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GLuint m_colorbuffer; ///< Color render buffer
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GLuint m_depthbuffer; ///< Depth render buffer
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GLuint m_depthbuffer; ///< Depth render buffer
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bool m_vsyncEnabled; ///< Vertical sync activation flag
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Clock m_clock; ///< Measures the elapsed time for the fake v-sync implementation
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};
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};
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} // namespace priv
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} // namespace priv
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@ -29,6 +29,7 @@
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#include <SFML/Window/iOS/WindowImplUIKit.hpp>
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#include <SFML/Window/iOS/WindowImplUIKit.hpp>
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#include <SFML/Window/iOS/SFView.hpp>
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#include <SFML/Window/iOS/SFView.hpp>
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#include <SFML/System/Err.hpp>
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#include <SFML/System/Err.hpp>
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#include <SFML/System/Sleep.hpp>
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#include <OpenGLES/EAGL.h>
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#include <OpenGLES/EAGL.h>
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#include <OpenGLES/EAGLDrawable.h>
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#include <OpenGLES/EAGLDrawable.h>
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#include <OpenGLES/ES1/glext.h>
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#include <OpenGLES/ES1/glext.h>
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@ -44,7 +45,9 @@ EaglContext::EaglContext(EaglContext* shared) :
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m_context (nil),
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m_context (nil),
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m_framebuffer (0),
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m_framebuffer (0),
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m_colorbuffer (0),
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m_colorbuffer (0),
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m_depthbuffer(0)
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m_depthbuffer (0),
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m_vsyncEnabled(false),
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m_clock ()
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{
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{
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// Create the context
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// Create the context
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if (shared)
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if (shared)
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@ -60,7 +63,9 @@ EaglContext::EaglContext(EaglContext* shared, const ContextSettings& settings,
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m_context (nil),
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m_context (nil),
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m_framebuffer (0),
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m_framebuffer (0),
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m_colorbuffer (0),
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m_colorbuffer (0),
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m_depthbuffer(0)
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m_depthbuffer (0),
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m_vsyncEnabled(false),
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m_clock ()
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{
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{
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const WindowImplUIKit* window = static_cast<const WindowImplUIKit*>(owner);
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const WindowImplUIKit* window = static_cast<const WindowImplUIKit*>(owner);
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@ -74,7 +79,9 @@ EaglContext::EaglContext(EaglContext* shared, const ContextSettings& settings,
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m_context (nil),
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m_context (nil),
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m_framebuffer (0),
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m_framebuffer (0),
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m_colorbuffer (0),
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m_colorbuffer (0),
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m_depthbuffer(0)
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m_depthbuffer (0),
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m_vsyncEnabled(false),
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m_clock ()
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{
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{
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// This constructor shoult never be used by implementation
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// This constructor shoult never be used by implementation
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err() << "Calling bad EaglContext constructor, please contact your developer :)" << std::endl;
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err() << "Calling bad EaglContext constructor, please contact your developer :)" << std::endl;
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@ -167,12 +174,23 @@ void EaglContext::display()
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{
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{
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_colorbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_colorbuffer);
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[m_context presentRenderbuffer:GL_RENDERBUFFER_OES];
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[m_context presentRenderbuffer:GL_RENDERBUFFER_OES];
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// The proper way of doing v-sync on iOS would be to use CADisplayLink
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// notifications, but it is not compatible with the way SFML is designed;
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// therefore we fake it with a manual framerate limit
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if (m_vsyncEnabled)
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{
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static const Time frameDuration = seconds(1.f / 60.f);
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sleep(frameDuration - m_clock.getElapsedTime());
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m_clock.restart();
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}
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}
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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void EaglContext::setVerticalSyncEnabled(bool enabled)
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void EaglContext::setVerticalSyncEnabled(bool enabled)
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{
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{
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m_vsyncEnabled = enabled;
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}
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}
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