#import #include "SkMatrix.h" #include "FlingState.h" #import #import #import class SkOSWindow; class SkEvent; @interface SkUIView : UIView { BOOL fRedrawRequestPending; SkOSWindow* fWind; SkMatrix fMatrix, fLocalMatrix; bool fNeedGestureEnded; SkMatrix fRotateMatrix; float fFirstPinchX, fFirstPinchY; bool fNeedFirstPinch; float fZoomAroundX, fZoomAroundY; bool fZoomAround; FlingState fFlingState; GrAnimateFloat fWarpState; bool fUseWarp; struct { EAGLContext* fContext; GLuint fRenderbuffer; GLuint fStencilbuffer; GLuint fFramebuffer; GLint fWidth; GLint fHeight; } fGL; UILabel* fTitleLabel; enum Backend { kGL_Backend, kRaster_Backend, }; // these are visible to DetailViewController Backend fBackend; bool fComplexClip; } @property (nonatomic, assign) SkOSWindow *fWind; @property (nonatomic, retain) UILabel* fTitleLabel; @property (nonatomic, assign) Backend fBackend; @property (nonatomic, assign) bool fComplexClip; @property (nonatomic, assign, setter=setWarpState) bool fUseWarp; - (void)setSkTitle:(const char*)title; - (void)postInvalWithRect:(const SkIRect*)rectOrNil; - (BOOL)onHandleEvent:(const SkEvent&)event; @end