src/video/uikit/SDL_uikitopenglview.h
author Sam Lantinga <slouken@libsdl.org>
Mon, 31 Oct 2011 05:56:58 -0400
changeset 6044 35448a5ea044
parent 6021 a4bf2a9b0fd0
child 6138 4c64952a58fb
permissions -rw-r--r--
Lots of fixes importing SDL source wholesale into a new iOS project
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2011 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 
    22 #import <UIKit/UIKit.h>
    23 #import <OpenGLES/EAGL.h>
    24 #import <OpenGLES/ES1/gl.h>
    25 #import <OpenGLES/ES1/glext.h>
    26 #import "SDL_uikitview.h"
    27 /*
    28     This class wraps the CAEAGLLayer from CoreAnimation into a convenient UIView subclass.
    29     The view content is basically an EAGL surface you render your OpenGL scene into.
    30     Note that setting the view non-opaque will only work if the EAGL surface has an alpha channel.
    31  */
    32 @interface SDL_uikitopenglview : SDL_uikitview {
    33 
    34 @private
    35     /* The pixel dimensions of the backbuffer */
    36     GLint backingWidth;
    37     GLint backingHeight;
    38 
    39     EAGLContext *context;
    40 
    41     /* OpenGL names for the renderbuffer and framebuffers used to render to this view */
    42     GLuint viewRenderbuffer, viewFramebuffer;
    43 
    44     /* OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist) */
    45     GLuint depthRenderbuffer;
    46 
    47     /* format of depthRenderbuffer */
    48     GLenum depthBufferFormat;
    49 }
    50 
    51 @property (nonatomic, retain, readonly) EAGLContext *context;
    52 
    53 - (void)swapBuffers;
    54 - (void)setCurrentContext;
    55 
    56 - (id)initWithFrame:(CGRect)frame
    57     retainBacking:(BOOL)retained
    58     rBits:(int)rBits
    59     gBits:(int)gBits
    60     bBits:(int)bBits
    61     aBits:(int)aBits
    62     depthBits:(int)depthBits
    63     stencilBits:(int)stencilBits
    64     majorVersion:(int)majorVersion;
    65 
    66 - (void)updateFrame;
    67 
    68 @end
    69 
    70 /* vi: set ts=4 sw=4 expandtab: */