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