Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitopenglview.h @ 2364:e321b52dee8f gsoc2008_iphone
These files contain the audio support for iPhone. They are based on the CoreAudio audio driver for Mac OS X. The principle difference is that the iPhone doesn't seem to have a concept of audio devices ... it just has special units for audio in and audio out. Also had to change some functions to versions which seem to only exist on iPhone and will apparently exist in Mac OS X 10.6(!)
There is currently no audio recording support -- my iPod Touch doesn't have a microphone to test this with.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Fri, 18 Jul 2008 17:53:54 +0000 |
parents | d2a519d2cc57 |
children | e9a1eed243c9 |
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// // EAGLView.h // test2 // // Created by Holmes Futrell on 7/11/08. // Copyright __MyCompanyName__ 2008. All rights reserved. // #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. */ @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