passage/gamma256/gameSource/iPhone/gameWindowAppDelegate.h
2025-10-03 02:19:59 -04:00

74 lines
1.5 KiB
Objective-C

//
// testWindowAppAppDelegate.h
// testWindowApp
//
// Created by Jason Rohrer on 12/14/08.
// Copyright __MyCompanyName__ 2008. All rights reserved.
//
#include "drawIntoScreen.h"
#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
@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 <UIAccelerometerDelegate> {
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