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authorRhody Lugo <rhodylugo@gmail.com>2015-02-10 15:24:22 -0430
committerRhody Lugo <rhodylugo@gmail.com>2015-02-10 22:10:10 -0430
commitd67e8667886329ad4717178e8e09ceef1a42af34 (patch)
tree97d908691ccb57337f268e2577e02e16c90abb39 /platform
parent66d32b75b3d8b32033936c12b9585f519316035a (diff)
add support for CADisplayLink
Diffstat (limited to 'platform')
-rwxr-xr-xplatform/iphone/gl_view.h8
-rwxr-xr-xplatform/iphone/gl_view.mm32
2 files changed, 40 insertions, 0 deletions
diff --git a/platform/iphone/gl_view.h b/platform/iphone/gl_view.h
index 8ae7c2f87d..a5b1b8731f 100755
--- a/platform/iphone/gl_view.h
+++ b/platform/iphone/gl_view.h
@@ -34,6 +34,8 @@
#import <MediaPlayer/MediaPlayer.h>
#import <AVFoundation/AVFoundation.h>
+#define USE_CADISPLAYLINK 1 //iOS version 3.1+ is required
+
@protocol GLViewDelegate;
@interface GLView : UIView<UIKeyInput>
@@ -51,8 +53,14 @@
// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
GLuint depthRenderbuffer;
+#if USE_CADISPLAYLINK
+ // CADisplayLink available on 3.1+ synchronizes the animation timer & drawing with the refresh rate of the display, only supports animation intervals of 1/60 1/30 & 1/15
+ CADisplayLink *displayLink;
+#else
// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
NSTimer *animationTimer;
+#endif
+
NSTimeInterval animationInterval;
// Delegate to do our drawing, called by -drawView, which can be called manually or via the animation timer.
diff --git a/platform/iphone/gl_view.mm b/platform/iphone/gl_view.mm
index bee01d3c72..0625361b96 100755
--- a/platform/iphone/gl_view.mm
+++ b/platform/iphone/gl_view.mm
@@ -413,7 +413,19 @@ static void clear_touches() {
return;
active = TRUE;
printf("start animation!\n");
+#if USE_CADISPLAYLINK
+ // Approximate frame rate
+ // assumes device refreshes at 60 fps
+ int frameInterval = (int) floor(animationInterval * 60.0f);
+
+ displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView)];
+ [displayLink setFrameInterval:frameInterval];
+
+ // Setup DisplayLink in main thread
+ [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
+#else
animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
+#endif
if (video_playing)
{
@@ -427,8 +439,13 @@ static void clear_touches() {
return;
active = FALSE;
printf("******** stop animation!\n");
+#if USE_CADISPLAYLINK
+ [displayLink invalidate];
+ displayLink = nil;
+#else
[animationTimer invalidate];
animationTimer = nil;
+#endif
clear_touches();
if (video_playing)
@@ -441,7 +458,11 @@ static void clear_touches() {
{
animationInterval = interval;
+#if USE_CADISPLAYLINK
+ if(displayLink)
+#else
if(animationTimer)
+#endif
{
[self stopAnimation];
[self startAnimation];
@@ -451,6 +472,17 @@ static void clear_touches() {
// Updates the OpenGL view when the timer fires
- (void)drawView
{
+#if USE_CADISPLAYLINK
+ // Pause the CADisplayLink to avoid recursion
+ [displayLink setPaused: YES];
+
+ // Process all input events
+ while(CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, TRUE) == kCFRunLoopRunHandledSource);
+
+ // We are good to go, resume the CADisplayLink
+ [displayLink setPaused: NO];
+#endif
+
if (!active) {
printf("draw view not active!\n");
return;