// // testWindowAppAppDelegate.h // testWindowApp // // Created by Jason Rohrer on 12/14/08. // Copyright __MyCompanyName__ 2008. All rights reserved. // #include "drawIntoScreen.h" #import #import #import #import @interface MyView : UIView { @private NSTimer *animationTimer; /* 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; GLuint textureID; Uint32 *screenBitmap; int bitmapW; int bitmapH; int bitmapBytes; // for old DrawImage version // CGDataProviderRef provider; // CGColorSpaceRef colorSpaceRef; // CGImageRef imageRef; } @property NSTimer *animationTimer; @property (nonatomic, retain) EAGLContext *context; - (void)startAnimation; - (void)stopAnimation; - (void)drawFrame; - (BOOL) createFramebuffer; - (void) destroyFramebuffer; @end @interface gameWindowAppDelegate : NSObject { UIWindow *window; MyView *view; // used for low-pass filtering UIAccelerationValue accelerationBuffer[3]; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MyView *view; @end