forked from amazingfate/loongoffice
49 lines
1.5 KiB
Objective-C
49 lines
1.5 KiB
Objective-C
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* aquaOpenGLView.h
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*/
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@class NSOpenGLContext, NSOpenGLPixelFormat;
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// the most interesting is there : in OGLTrans, we use an NSView*
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// and subclass the NSView to create an OpenGLView does the trick
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// I can't really parse the above
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// This is weird code. AquaOpenGLView objects are actually allocated
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// as NSOpenGLView objetcs, and the _openGLContext and _pixelFormat
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// fields are copied from the NSOpenGLView.h header so that it has the
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// same structure as NSOpenGLView . Surely this could be done in a
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// better way? Is this because of some pre-10.4 SDK compatibility,
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// which is irrelevant now?
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@interface AquaOpenGLView : NSView
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{
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@private
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NSOpenGLContext* _openGLContext;
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NSOpenGLPixelFormat* _pixelFormat;
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}
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+ (NSOpenGLPixelFormat*)defaultPixelFormat;
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- (id)initWithFrame:(NSRect)frameRect pixelFormat:(NSOpenGLPixelFormat*)format;
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- (void)dealloc;
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- (void)setOpenGLContext:(NSOpenGLContext*)context;
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- (NSOpenGLContext*)openGLContext;
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- (void)clearGLContext;
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- (void)prepareOpenGL;
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- (BOOL)isOpaque;
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- (void)drawRect;
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- (void)lockFocus;
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- (void)update; // moved or resized
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// reshape is not supported, update bounds in drawRect
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- (void) _surfaceNeedsUpdate:(NSNotification*)notification;
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- (void)setPixelFormat:(NSOpenGLPixelFormat*)pixelFormat;
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- (NSOpenGLPixelFormat*)pixelFormat;
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- (void)encodeWithCoder:(NSCoder *)coder;
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- (id)initWithCoder:(NSCoder *)coder;
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@end
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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