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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
124 lines
4.7 KiB
C++
124 lines
4.7 KiB
C++
/*************************************************************************/
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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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 <AVFoundation/AVFoundation.h>
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#import <MediaPlayer/MediaPlayer.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 <UIKit/UIKit.h>
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@protocol GLViewDelegate;
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@interface GLView : UIView <UIKeyInput> {
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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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@property(strong, nonatomic) UIWindow *backgroundWindow;
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@property(nonatomic) UITextAutocorrectionType autocorrectionType;
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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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- (void)keyboardOnScreen:(NSNotification *)notification;
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- (void)keyboardHidden:(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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