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https://github.com/love2d/megasource.git
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Add SDL2.0.1-3742e768b536.
Note: using the same folder for future updates.
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_UIKIT
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#include <QuartzCore/QuartzCore.h>
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#include <OpenGLES/EAGLDrawable.h>
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#include "SDL_uikitopenglview.h"
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#include "SDL_uikitmessagebox.h"
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@implementation SDL_uikitopenglview
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@synthesize context;
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+ (Class)layerClass
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{
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return [CAEAGLLayer class];
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}
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- (id)initWithFrame:(CGRect)frame
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scale:(CGFloat)scale
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retainBacking:(BOOL)retained
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rBits:(int)rBits
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gBits:(int)gBits
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bBits:(int)bBits
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aBits:(int)aBits
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depthBits:(int)depthBits
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stencilBits:(int)stencilBits
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majorVersion:(int)majorVersion
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shareGroup:(EAGLSharegroup*)shareGroup
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{
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depthBufferFormat = 0;
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if ((self = [super initWithFrame:frame])) {
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const BOOL useStencilBuffer = (stencilBits != 0);
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const BOOL useDepthBuffer = (depthBits != 0);
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NSString *colorFormat = nil;
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if (rBits == 8 && gBits == 8 && bBits == 8) {
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/* if user specifically requests rbg888 or some color format higher than 16bpp */
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colorFormat = kEAGLColorFormatRGBA8;
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} else {
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/* default case (faster) */
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colorFormat = kEAGLColorFormatRGB565;
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}
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/* Get the layer */
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CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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eaglLayer.opaque = YES;
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eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
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if (majorVersion > 1) {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:shareGroup];
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} else {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1 sharegroup:shareGroup];
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}
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if (!context || ![EAGLContext setCurrentContext:context]) {
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[self release];
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SDL_SetError("OpenGL ES %d not supported", majorVersion);
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return nil;
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}
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/* Set the appropriate scale (for retina display support) */
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if ([self respondsToSelector:@selector(contentScaleFactor)])
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self.contentScaleFactor = scale;
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/* create the buffers */
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glGenFramebuffersOES(1, &viewFramebuffer);
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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if ((useDepthBuffer) || (useStencilBuffer)) {
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if (useStencilBuffer) {
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/* Apparently you need to pack stencil and depth into one buffer. */
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depthBufferFormat = GL_DEPTH24_STENCIL8_OES;
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} else if (useDepthBuffer) {
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/* iOS only has 24-bit depth buffers, even with GL_DEPTH_COMPONENT16_OES */
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depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
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}
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glGenRenderbuffersOES(1, &depthRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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if (useDepthBuffer) {
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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}
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if (useStencilBuffer) {
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_STENCIL_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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}
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}
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if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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return NO;
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}
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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/* end create buffers */
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self.autoresizingMask = (UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight);
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self.autoresizesSubviews = YES;
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}
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return self;
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}
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- (void)updateFrame
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{
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, 0);
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glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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glGenRenderbuffersOES(1, &viewRenderbuffer);
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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if (depthRenderbuffer != 0) {
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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}
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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}
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- (void)setAnimationCallback:(int)interval
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callback:(void (*)(void*))callback
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callbackParam:(void*)callbackParam
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{
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[self stopAnimation];
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animationInterval = interval;
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animationCallback = callback;
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animationCallbackParam = callbackParam;
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if (animationCallback)
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[self startAnimation];
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}
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- (void)startAnimation
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{
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/* CADisplayLink is API new to iPhone SDK 3.1.
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* Compiling against earlier versions will result in a warning, but can be dismissed
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* if the system version runtime check for CADisplayLink exists in -initWithCoder:.
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*/
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displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(doLoop:)];
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[displayLink setFrameInterval:animationInterval];
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[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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}
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- (void)stopAnimation
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{
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[displayLink invalidate];
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displayLink = nil;
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}
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- (void)doLoop:(id)sender
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{
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/* Don't run the game loop while a messagebox is up */
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if (!UIKit_ShowingMessageBox()) {
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animationCallback(animationCallbackParam);
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}
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}
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- (void)setCurrentContext
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{
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[EAGLContext setCurrentContext:context];
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}
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- (void)swapBuffers
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{
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/* viewRenderbuffer should always be bound here. Code that binds something
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else is responsible for rebinding viewRenderbuffer, to reduce
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duplicate state changes. */
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[context presentRenderbuffer:GL_RENDERBUFFER_OES];
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}
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- (void)layoutSubviews
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{
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[EAGLContext setCurrentContext:context];
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[self updateFrame];
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}
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- (void)destroyFramebuffer
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{
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glDeleteFramebuffersOES(1, &viewFramebuffer);
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viewFramebuffer = 0;
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glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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viewRenderbuffer = 0;
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if (depthRenderbuffer) {
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glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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depthRenderbuffer = 0;
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}
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}
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- (void)dealloc
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{
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[self destroyFramebuffer];
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if ([EAGLContext currentContext] == context) {
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[EAGLContext setCurrentContext:nil];
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}
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[context release];
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[super dealloc];
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}
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@end
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#endif /* SDL_VIDEO_DRIVER_UIKIT */
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/* vi: set ts=4 sw=4 expandtab: */
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