godot/platform/iphone/gl_view.h
2016-03-09 00:00:52 +01:00

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4.6 KiB
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/*************************************************************************/
/* gl_view.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import <MediaPlayer/MediaPlayer.h>
#import <AVFoundation/AVFoundation.h>
@protocol GLViewDelegate;
@interface GLView : UIView<UIKeyInput>
{
@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;
BOOL useCADisplayLink;
// 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;
// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
// Only used if CADisplayLink is not
NSTimer *animationTimer;
NSTimeInterval animationInterval;
// Delegate to do our drawing, called by -drawView, which can be called manually or via the animation timer.
id<GLViewDelegate> delegate;
// Flag to denote that the -setupView method of a delegate has been called.
// Resets to NO whenever the delegate changes.
BOOL delegateSetup;
BOOL active;
float screen_scale;
}
@property(nonatomic, assign) id<GLViewDelegate> delegate;
// AVPlayer-related properties
@property(strong, nonatomic) AVAsset *avAsset;
@property(strong, nonatomic) AVPlayerItem *avPlayerItem;
@property(strong, nonatomic) AVPlayer *avPlayer;
@property(strong, nonatomic) AVPlayerLayer *avPlayerLayer;
// Old videoplayer properties
@property(strong, nonatomic) MPMoviePlayerController *moviePlayerController;
@property(strong, nonatomic) UIWindow *backgroundWindow;
-(void)startAnimation;
-(void)stopAnimation;
-(void)drawView;
- (BOOL)canBecomeFirstResponder;
- (void)open_keyboard;
- (void)hide_keyboard;
- (void)deleteBackward;
- (BOOL)hasText;
- (void)insertText:(NSString *)p_text;
- (id)initGLES;
- (BOOL)createFramebuffer;
- (void)destroyFramebuffer;
- (void)audioRouteChangeListenerCallback:(NSNotification*)notification;
@property NSTimeInterval animationInterval;
@property(nonatomic, assign) BOOL useCADisplayLink;
@end
@protocol GLViewDelegate<NSObject>
@required
// Draw with OpenGL ES
-(void)drawView:(GLView*)view;
@optional
// Called whenever you need to do some initialization before rendering.
-(void)setupView:(GLView*)view;
@end