virtualx-engine/platform/iphone/godot_view.h
Sergey Minakov aba5f6d9be [iOS] Fix touch handling for overlay views
Workaround for GodotView touches being called from UIWindow on different UIView input
2022-02-03 23:53:31 +03:00

73 lines
3.3 KiB
C++

/*************************************************************************/
/* godot_view.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#import <AVFoundation/AVFoundation.h>
#import <MediaPlayer/MediaPlayer.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>
#import <UIKit/UIKit.h>
class String;
@class GodotView;
@protocol DisplayLayer;
@protocol GodotViewRendererProtocol;
@protocol GodotViewDelegate
- (BOOL)godotViewFinishedSetup:(GodotView *)view;
@end
@interface GodotView : UIView
@property(assign, nonatomic) id<GodotViewRendererProtocol> renderer;
@property(assign, nonatomic) id<GodotViewDelegate> delegate;
@property(assign, readonly, nonatomic) BOOL isActive;
@property(strong, readonly, nonatomic) CALayer<DisplayLayer> *renderingLayer;
@property(assign, readonly, nonatomic) BOOL canRender;
@property(assign, nonatomic) NSTimeInterval renderingInterval;
- (CALayer<DisplayLayer> *)initializeRendering;
- (void)stopRendering;
- (void)startRendering;
@property(nonatomic, assign) BOOL useCADisplayLink;
- (void)godotTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
@end