c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
122 lines
4.6 KiB
C++
Executable File
122 lines
4.6 KiB
C++
Executable File
/*************************************************************************/
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/* gl_view.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#import <UIKit/UIKit.h>
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#import <OpenGLES/EAGL.h>
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#import <OpenGLES/ES1/gl.h>
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#import <OpenGLES/ES1/glext.h>
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#import <MediaPlayer/MediaPlayer.h>
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#import <AVFoundation/AVFoundation.h>
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@protocol GLViewDelegate;
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@interface GLView : UIView<UIKeyInput>
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{
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@private
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// The pixel dimensions of the backbuffer
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GLint backingWidth;
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GLint backingHeight;
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EAGLContext *context;
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// OpenGL names for the renderbuffer and framebuffers used to render to this view
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GLuint viewRenderbuffer, viewFramebuffer;
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// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
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GLuint depthRenderbuffer;
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BOOL useCADisplayLink;
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// 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
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CADisplayLink *displayLink;
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// An animation timer that, when animation is started, will periodically call -drawView at the given rate.
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// Only used if CADisplayLink is not
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NSTimer *animationTimer;
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NSTimeInterval animationInterval;
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// Delegate to do our drawing, called by -drawView, which can be called manually or via the animation timer.
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id<GLViewDelegate> delegate;
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// Flag to denote that the -setupView method of a delegate has been called.
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// Resets to NO whenever the delegate changes.
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BOOL delegateSetup;
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BOOL active;
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float screen_scale;
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}
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@property(nonatomic, assign) id<GLViewDelegate> delegate;
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// AVPlayer-related properties
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@property(strong, nonatomic) AVAsset *avAsset;
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@property(strong, nonatomic) AVPlayerItem *avPlayerItem;
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@property(strong, nonatomic) AVPlayer *avPlayer;
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@property(strong, nonatomic) AVPlayerLayer *avPlayerLayer;
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// Old videoplayer properties
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@property(strong, nonatomic) MPMoviePlayerController *moviePlayerController;
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@property(strong, nonatomic) UIWindow *backgroundWindow;
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-(void)startAnimation;
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-(void)stopAnimation;
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-(void)drawView;
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- (BOOL)canBecomeFirstResponder;
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- (void)open_keyboard;
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- (void)hide_keyboard;
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- (void)deleteBackward;
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- (BOOL)hasText;
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- (void)insertText:(NSString *)p_text;
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- (id)initGLES;
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- (BOOL)createFramebuffer;
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- (void)destroyFramebuffer;
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- (void)audioRouteChangeListenerCallback:(NSNotification*)notification;
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@property NSTimeInterval animationInterval;
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@property(nonatomic, assign) BOOL useCADisplayLink;
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@end
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@protocol GLViewDelegate<NSObject>
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@required
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// Draw with OpenGL ES
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-(void)drawView:(GLView*)view;
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@optional
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// Called whenever you need to do some initialization before rendering.
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-(void)setupView:(GLView*)view;
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@end
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