src/video/uikit/SDL_uikitopenglview.h
author Ryan C. Gordon <icculus@icculus.org>
Sun, 02 May 2010 05:08:12 -0400
changeset 4446 8b03a20b320f
parent 3697 f7b03b6838cb
child 5133 b915b3181cc2
permissions -rw-r--r--
Much improved multi-display support for iPad. Fixes most issues and limitations, I think.

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2010 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/

#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import "SDL_uikitview.h"
/*
	This class wraps the CAEAGLLayer from CoreAnimation into a convenient UIView subclass.
	The view content is basically an EAGL surface you render your OpenGL scene into.
	Note that setting the view non-opaque will only work if the EAGL surface has an alpha channel.
 */
/* *INDENT-OFF* */
@interface SDL_uikitopenglview : SDL_uikitview {
	
@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;
	
}

@property (nonatomic, retain, readonly) EAGLContext *context;

- (void)swapBuffers;
- (void)setCurrentContext;

- (id)initWithFrame:(CGRect)frame
	retainBacking:(BOOL)retained \
	rBits:(int)rBits \
	gBits:(int)gBits \
	bBits:(int)bBits \
	aBits:(int)aBits \
	depthBits:(int)depthBits;

@end
/* *INDENT-ON* */