#import #import #import #import #import #import "MapViewController.h" #include "../../std/shared_ptr.hpp" #include "../../map/drawer_yg.hpp" #include "../../map/framework.hpp" #include "../../map/feature_vec_model.hpp" #include "../../platform/video_timer.hpp" #include"RenderBuffer.hpp" namespace iphone { class WindowHandle; class RenderContext; class RenderBuffer; } namespace yg { namespace gl { class FrameBuffer; } } typedef Framework framework_t; // 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. @interface EAGLView : UIView { @private // The pixel dimensions of the backbuffer shared_ptr renderContext; shared_ptr frameBuffer; @public shared_ptr windowHandle; shared_ptr videoTimer; shared_ptr drawer; shared_ptr renderBuffer; } - (void) drawFrame; @property (nonatomic, assign) framework_t * framework; @property (nonatomic, assign) shared_ptr windowHandle; @property (nonatomic, assign) shared_ptr drawer; @property (nonatomic, assign) shared_ptr renderContext; @property (nonatomic, assign) shared_ptr renderBuffer; @property (nonatomic, assign) shared_ptr resourceManager; @end