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kc3-lang/SDL/src/video/uikit/SDL_uikitopenglview.h

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  • Author : David Ludwig
    Date : 2014-12-03 10:55:23
    Hash : 70438be2
    Message : WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!

  • src/video/uikit/SDL_uikitopenglview.h
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
    
      This software is provided 'as-is', without any express or implied
      warranty.  In no event will the authors be held liable for any damages
      arising from the use of this software.
    
      Permission is granted to anyone to use this software for any purpose,
      including commercial applications, and to alter it and redistribute it
      freely, subject to the following restrictions:
    
      1. The origin of this software must not be misrepresented; you must not
         claim that you wrote the original software. If you use this software
         in a product, an acknowledgment in the product documentation would be
         appreciated but is not required.
      2. Altered source versions must be plainly marked as such, and must not be
         misrepresented as being the original software.
      3. This notice may not be removed or altered from any source distribution.
    */
    
    #import <UIKit/UIKit.h>
    #import <OpenGLES/EAGL.h>
    #import <OpenGLES/ES1/gl.h>
    #import <OpenGLES/ES1/glext.h>
    #import "SDL_uikitview.h"
    /*
        This class wraps the CAEAGLLayer from CoreAnimation into a convenient UIView subclass.
        The view content is basically an EAGL surface you render your OpenGL scene into.
        Note that setting the view non-opaque will only work if the EAGL surface has an alpha channel.
     */
    @interface SDL_uikitopenglview : SDL_uikitview {
    
    @private
        /* The pixel dimensions of the backbuffer */
        GLint backingWidth;
        GLint backingHeight;
    
        EAGLContext *context;
    
        /* OpenGL names for the renderbuffer and framebuffers used to render to this view */
        GLuint viewRenderbuffer, viewFramebuffer;
    
        /* OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
        GLuint depthRenderbuffer;
    
        /* format of depthRenderbuffer */
        GLenum depthBufferFormat;
    
        id displayLink;
        int animationInterval;
        void (*animationCallback)(void*);
        void *animationCallbackParam;
    }
    
    @property (nonatomic, retain, readonly) EAGLContext *context;
    
    - (void)swapBuffers;
    - (void)setCurrentContext;
    
    - (id)initWithFrame:(CGRect)frame
        scale:(CGFloat)scale
        retainBacking:(BOOL)retained
        rBits:(int)rBits
        gBits:(int)gBits
        bBits:(int)bBits
        aBits:(int)aBits
        depthBits:(int)depthBits
        stencilBits:(int)stencilBits
        majorVersion:(int)majorVersion
        shareGroup:(EAGLSharegroup*)shareGroup;
    
    - (void)updateFrame;
    
    - (void)setAnimationCallback:(int)interval
        callback:(void (*)(void*))callback
        callbackParam:(void*)callbackParam;
    
    - (void)startAnimation;
    - (void)stopAnimation;
    
    - (void)doLoop:(CADisplayLink*)sender;
    
    @end
    
    /* vi: set ts=4 sw=4 expandtab: */