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path: root/src/nativewindow/native/ios/IOSmisc.m
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* iOS: IOSUtil_CreateGLViewDemoA0 tests native UIWindow parenting (works)Sven Gothel2019-07-081-4/+11
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* NEWT iOS: Support translucent windowsSven Gothel2019-07-081-8/+19
| | | | | | | and remove the redColor default background (debug only). IOSUtil.CreateUIWindow(..) also gets its 'visible' attribute, to be true only for demo Hello1 code - false for intended Proxy Surface Hook.
* NEWT iOS: Support Multi-Touch Events, PixelScale, ..Sven Gothel2019-07-081-0/+1
| | | | | | | | | | | | | | | | | Note: Two subsequent commit will add some required change in the native UIWindow/UIView creation methods to actually make the NEWT view being displayed ;-) The demo 'com.jogamp.opengl.demos.ios.Hello' demonstrated a standard NEWT application running on iOS. Previous NativeWindow wrap-around demo is preserved in 'com.jogamp.opengl.demos.ios.Hello1'. Tested on ipad 11'inch arm64 and x86_64 simulation: - Using GearsES2 demo - PixelScale 1f, 2f and 0f - last two using max pixel scale - Touch w/ GearsES2 works: -- 1 finger rotate -- 2 finger drag -- 2 finger pinch-zoom gesture detection
* iOS / MacOS: PixelScale UpdateSven Gothel2019-07-081-23/+18
| | | | | | | | | | - IOSUtil/OSXUtil: Return float value and refine name to GetScreenPixelScale* - WindowDriver's updateMaxScreenPixelScaleByDisplayID(..) and updateMaxScreenPixelScaleByWindowHandle(..) will only update the maxPixelScale, as actual user pixelSize change should not be triggered here. A user pixelSize adaption to the changed underlying scale capabilities (e.g. switch monitor) should be supported by the implemented WindowDriver's: updatePixelScale(..) called by native code.
* iOS: EAGLLayer FBO w/ DEPTH buffer workaround 1Sven Gothel2019-06-241-0/+3
| | | | | | | | | | | | | | | Notable bug as mentioned before: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). This workaround re-binds the used color renderbuffer for EAGLLayer presentation at the end of the FBO drawable instantiation. FBO DEPTH buffer works now as demonstrated w/ GearsES2. We have to issue one more test now, using a demo using an FBO itself.
* iOS: Initial working commit supporting iOS (ipad pro 11)Sven Gothel2019-06-231-0/+813
using our OpenJFK 9 x86_64 and arm64 build. Test demo class is 'com.jogamp.opengl.demos.ios.Hello', residing in the new demo folder 'src/demos/com/jogamp/opengl/demos/ios/Hello.java'. This commit does not yet include a working NEWT specialization for iOS, but it shall followup soon. Instead this commit demonstrates JOGL operating on native UIWindow, UIView and CAEAGLLayer as provided by Nativewindow's IOSUtil. Test Video https://www.youtube.com/watch?v=Z4lUQNFTGMI +++ Notable bug: The FBO used and sharing the COLORBUFFER RENDERBUFFER memory resources with CAEAGLLayer to be displayed in the UIView seemingly cannot handle GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24 or GL_DEPTH_COMPONENT32 depth buffer - none at all (Device + Simulation). Therefor the default demo GLEventListener chosen here don't require a depth buffer ;-) This issue can hopefully be mitigated with other means than using a flat FBO sink similar to FBO multisampling.