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#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import <QuartzCore/CADisplayLink.h>
#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<model::FeaturesFetcher> 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<iphone::RenderContext> renderContext;
shared_ptr<yg::gl::FrameBuffer> frameBuffer;
@public
shared_ptr<WindowHandle> windowHandle;
shared_ptr<VideoTimer> videoTimer;
shared_ptr<DrawerYG> drawer;
shared_ptr<iphone::RenderBuffer> renderBuffer;
}
- (void) drawFrame;
@property (nonatomic, assign) framework_t * framework;
@property (nonatomic, assign) shared_ptr<WindowHandle> windowHandle;
@property (nonatomic, assign) shared_ptr<DrawerYG> drawer;
@property (nonatomic, assign) shared_ptr<iphone::RenderContext> renderContext;
@property (nonatomic, assign) shared_ptr<iphone::RenderBuffer> renderBuffer;
@property (nonatomic, assign) shared_ptr<yg::ResourceManager> resourceManager;
@end
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