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path: root/src/newt/native/IOSNewtUIWindow.m
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* Bug 1470 - NEWT/JNI: Perform exception check and rethrow for all Java ↵Sven Gothel2023-10-021-0/+10
| | | | Callbacks as recommended
* Bug 1468 - SIGSEGV on use after free when destroying NEWT Window/Display via ↵Sven Gothel2023-10-021-20/+20
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | a native dispatch'ed event like key/mouse/touch input SIGSEGV on use after free of native X11 Display* at XEventsQueued in DisplayDriver.DispatchMessages0. This potentially happens when an application destroys the NEWT Window/Display from an action being called directly from DisplayDriver.DispatchMessages0 (itself), i.e. keyboard or mouse input. DisplayDriver.DispatchMessages0 stays in the event loop and the next XEventsQueued call causes a SIGSEGV due to already deleted display driver connection and hence invalid native X11 Display*. This issue also exist for other Windowing System drivers, where the native (dispatch) method sticks to a loop and still (re)uses the window or display handle. One is WindowsWindow, where touch events are looped, but such handler could have closed the window. Querying the status of a window / display instance before dispatching is not be good enough - resource could already be GC'ed, so we also would need to query jobject status - would imply an addition Java callback +++ This fix: Having the Java callbacks return a boolean with the value Window.isNativeValid(). This way the dispatch logic - can bail out right away w/o using the resource anymore - must be reviewed by myself due to changed Call{Void->Boolean}*(..) invocation change. This review shall resolve potential similar issues. +++ Tested on X11/Linux/GNU, Windows and MacOS with new TestDestroyGLAutoDrawableNewtAWT, which tests all destruction invocation variants.
* NEWT Soft-PixelScale (p1): WindowImpl: Separate window and pixel units for ↵Sven Gothel2023-01-311-4/+4
| | | | | | | | | | | | | | | size and position via atomic-replacable int arrays NEWT's Soft-PixelScale supports software pixel-scale by multiplying the underlying surface pixel-size with the scale-factor and dividing the window position and size by same scale-factor. Hence the window position and size space is kept virtually steady at virtually assumed DPI 96 at higher actual screen DPI and the surface size is adjusted. +++ This window- and pixel-unit separation also includes all callbacks for the native driver implementations, hence the changes native code - allowing to determine whether window- or pixel-units were given.
* NEWT Cleanup: WindowImpl: Drop unused 'defer' argument (state change only): ↵Sven Gothel2019-09-101-2/+2
| | | | insetsChanged + insetsVisibleChanged
* NEWT Cleanup: WindowImpl::visibleChanged(ZZ): Remove unused 'defer' ↵Sven Gothel2019-09-101-2/+2
| | | | argument. Method only changes state.
* NEWT iOS: Support Multi-Touch Events, PixelScale, ..Sven Gothel2019-07-081-246/+438
| | | | | | | | | | | | | | | | | 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: Initial working commit supporting iOS (ipad pro 11)Sven Gothel2019-06-231-0/+783
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.