<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
+ <string>UIInterfaceOrientationPortraitUpsideDown</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
//
-// tanksAppDelegate.h
+// RootAppDelegate.h
// tanks
//
// Created by dsc on 4/27/11.
#import <UIKit/UIKit.h>
#import "Sparrow.h"
-@interface tanksAppDelegate : NSObject <UIApplicationDelegate>
+@interface RootAppDelegate : NSObject <UIApplicationDelegate>
{
UIWindow *window;
SPView *sparrowView;
//
-// tanksAppDelegate.m
+// RootAppDelegate.m
// tanks
//
// Created by dsc on 4/27/11.
// Copyright 2011 lttlst.com. All rights reserved.
//
-#import "tanksAppDelegate.h"
+#import "RootAppDelegate.h"
#import "Game.h"
-@implementation tanksAppDelegate
+@implementation RootAppDelegate
@synthesize window;
@synthesize sparrowView;
[SPStage setSupportHighResolutions:YES];
[SPAudioEngine start];
- Game *game = [[Game alloc] init];
+ Game *game = [[Game alloc] init];
sparrowView.stage = game;
[game release];
--- /dev/null
+//
+// Box2DAppDelegate.h
+// Box2D
+//
+// Box2D iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+//
+
+#import <UIKit/UIKit.h>
+#import "TestEntriesViewController.h"
+#import "Delegates.h"
+
+@class Box2DView;
+
+@interface Box2DAppDelegate : NSObject <UIApplicationDelegate,TestSelectDelegate> {
+ UIWindow *window;
+ Box2DView *glView;
+ TestEntriesViewController *testEntriesView;
+}
+
+@property (nonatomic, retain) IBOutlet UIWindow *window;
+@property (nonatomic, retain) IBOutlet Box2DView *glView;
+
+@end
+
--- /dev/null
+//
+// Box2DAppDelegate.m
+// Box2D
+//
+// Box2D iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+//
+
+#import <UIKit/UIKit.h>
+#import "Box2DAppDelegate.h"
+#import "Box2DView.h"
+
+@implementation Box2DAppDelegate
+
+@synthesize window;
+@synthesize glView;
+
+- (void)applicationDidFinishLaunching:(UIApplication *)application {
+ [application setStatusBarHidden:true];
+
+ [glView removeFromSuperview];
+
+ glView.animationInterval = 1.0 / 60.0;
+
+ testEntriesView=[[TestEntriesViewController alloc] initWithStyle:UITableViewStylePlain];
+ [testEntriesView setDelegate:self];
+ [glView setDelegate:self];
+
+ [window addSubview:[testEntriesView view]];
+}
+
+-(void) selectTest:(int) testIndex
+{
+ [[testEntriesView view] removeFromSuperview];
+ [window addSubview:glView];
+ [glView startAnimation];
+ [glView selectTestEntry:testIndex];
+}
+
+-(void) leaveTest
+{
+ [glView stopAnimation];
+ [glView removeFromSuperview];
+ [window addSubview:[testEntriesView view]];
+}
+
+- (void)applicationWillResignActive:(UIApplication *)application {
+ glView.animationInterval = 1.0 / 5.0;
+}
+
+
+- (void)applicationDidBecomeActive:(UIApplication *)application {
+ glView.animationInterval = 1.0 / 60.0;
+}
+
+
+- (void)dealloc {
+ [window release];
+ [glView release];
+ [super dealloc];
+}
+
+@end
--- /dev/null
+//
+// Box2DView.h
+// Box2D OpenGL View
+//
+// Box2D iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+//
+
+
+#import <UIKit/UIKit.h>
+#import <OpenGLES/EAGL.h>
+#import <OpenGLES/ES1/gl.h>
+#import <OpenGLES/ES1/glext.h>
+
+#import "iPhoneTest.h"
+#import "Delegates.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 Box2DView : UIView <UIAccelerometerDelegate> {
+
+@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;
+
+ NSTimer *animationTimer;
+ NSTimeInterval animationInterval;
+
+ TestEntry* entry;
+ Test* test;
+
+ // Position offset and scale
+ float sceneScale;
+ CGPoint positionOffset;
+ CGPoint lastWorldTouch;
+ CGPoint lastScreenTouch;
+
+ bool panning;
+ int doubleClickValidCountdown;
+
+ id<TestSelectDelegate> _delegate;
+
+}
+@property(assign) id<TestSelectDelegate> delegate;
+@property NSTimeInterval animationInterval;
+
+- (void)startAnimation;
+- (void)stopAnimation;
+- (void)drawView;
+-(void) selectTestEntry:(int) testIndex;
+
+@end
--- /dev/null
+//
+// Box2DView.mm
+// Box2D OpenGL View
+//
+// Box2D iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+//
+
+#import <QuartzCore/QuartzCore.h>
+#import <OpenGLES/EAGLDrawable.h>
+
+#import "Box2DView.h"
+
+#define USE_DEPTH_BUFFER 0
+#define kAccelerometerFrequency 30
+#define FRAMES_BETWEEN_PRESSES_FOR_DOUBLE_CLICK 10
+
+Settings settings;
+
+// A class extension to declare private methods
+@interface Box2DView ()
+
+@property (nonatomic, retain) EAGLContext *context;
+@property (nonatomic, assign) NSTimer *animationTimer;
+
+- (BOOL) createFramebuffer;
+- (void) destroyFramebuffer;
+
+@end
+
+
+@implementation Box2DView
+
+@synthesize context;
+@synthesize animationTimer;
+@synthesize animationInterval;
+@synthesize delegate=_delegate;
+
+// You must implement this method
++ (Class)layerClass {
+ return [CAEAGLLayer class];
+}
+
+
+//The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
+- (id)initWithCoder:(NSCoder*)coder {
+
+ if ((self = [super initWithCoder:coder])) {
+ // Get the layer
+ CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
+
+ eaglLayer.opaque = YES;
+ eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
+ [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
+
+ context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
+
+ if (!context || ![EAGLContext setCurrentContext:context]) {
+ [self release];
+ return nil;
+ }
+
+ animationInterval = 1.0 / 60.0;
+ sceneScale=10.0f;
+ positionOffset=CGPointMake(0, 0);
+ lastWorldTouch=CGPointMake(0, 0);
+
+ [[UIAccelerometer sharedAccelerometer] setUpdateInterval:(1.0 / kAccelerometerFrequency)];
+ [[UIAccelerometer sharedAccelerometer] setDelegate:self];
+ }
+
+
+ return self;
+}
+
+-(void) selectTestEntry:(int) testIndex
+{
+ // Destroy existing scene
+ delete test;
+
+ entry = g_testEntries + testIndex;
+ test = entry->createFcn();
+
+ doubleClickValidCountdown=0;
+
+ sceneScale=10.0f;
+ positionOffset=CGPointMake(0, 0);
+ lastWorldTouch=CGPointMake(0, 0);
+}
+
+
+
+- (void)drawView {
+
+
+
+ if (doubleClickValidCountdown>0) doubleClickValidCountdown--;
+
+ [EAGLContext setCurrentContext:context];
+
+ glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
+ glViewport(0, 0, backingWidth, backingHeight);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ glOrthof(-sceneScale, sceneScale, -sceneScale*1.5f, sceneScale*1.5f, -1.0f, 1.0f);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(positionOffset.x, positionOffset.y,0);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ test->Step(&settings);
+
+ glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
+ [context presentRenderbuffer:GL_RENDERBUFFER_OES];
+}
+
+
+- (void)layoutSubviews {
+ [EAGLContext setCurrentContext:context];
+ [self destroyFramebuffer];
+ [self createFramebuffer];
+ [self drawView];
+}
+
+
+- (BOOL)createFramebuffer {
+
+ glGenFramebuffersOES(1, &viewFramebuffer);
+ glGenRenderbuffersOES(1, &viewRenderbuffer);
+
+ glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
+ glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
+ [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
+ glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
+
+ glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
+ glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
+
+ if (USE_DEPTH_BUFFER) {
+ glGenRenderbuffersOES(1, &depthRenderbuffer);
+ glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
+ glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
+ glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
+ }
+
+ if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
+ NSLog(@"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
+ return NO;
+ }
+
+ return YES;
+}
+
+
+- (void)destroyFramebuffer {
+
+ glDeleteFramebuffersOES(1, &viewFramebuffer);
+ viewFramebuffer = 0;
+ glDeleteRenderbuffersOES(1, &viewRenderbuffer);
+ viewRenderbuffer = 0;
+
+ if(depthRenderbuffer) {
+ glDeleteRenderbuffersOES(1, &depthRenderbuffer);
+ depthRenderbuffer = 0;
+ }
+}
+
+
+- (void)startAnimation {
+ self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self selector:@selector(drawView) userInfo:nil repeats:YES];
+}
+
+
+- (void)stopAnimation {
+ self.animationTimer = nil;
+}
+
+
+- (void)setAnimationTimer:(NSTimer *)newTimer {
+ [animationTimer invalidate];
+ animationTimer = newTimer;
+}
+
+
+- (void)setAnimationInterval:(NSTimeInterval)interval {
+
+ animationInterval = interval;
+ if (animationTimer) {
+ [self stopAnimation];
+ [self startAnimation];
+ }
+}
+
+
+- (void)dealloc {
+
+ [self stopAnimation];
+
+ if ([EAGLContext currentContext] == context) {
+ [EAGLContext setCurrentContext:nil];
+ }
+
+ [context release];
+ [super dealloc];
+}
+
+-(CGPoint) screenSpaceToWorldSpace:(CGPoint) screenLocation
+{
+ screenLocation.x-=160;
+ screenLocation.y-=240;
+ screenLocation.x/=160;
+ screenLocation.y/=160;
+ screenLocation.x*=sceneScale;
+ screenLocation.y*=-sceneScale;
+
+ screenLocation.x-=positionOffset.x;
+ screenLocation.y-=positionOffset.y;
+ return screenLocation;
+}
+
+- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
+{
+
+ if (doubleClickValidCountdown>0)
+ {
+ [_delegate leaveTest];
+ return;
+ }
+
+ doubleClickValidCountdown=FRAMES_BETWEEN_PRESSES_FOR_DOUBLE_CLICK;
+
+
+ panning=false;
+ for (UITouch *touch in touches)
+ {
+ CGPoint touchLocation=[touch locationInView:self];
+ CGPoint worldPosition=[self screenSpaceToWorldSpace:touchLocation];
+ //printf("Screen touched %f,%f -> %f,%f\n",touchLocation.x,touchLocation.y,worldPosition.x,worldPosition.y);
+ lastScreenTouch=touchLocation;
+ lastWorldTouch=worldPosition;
+ test->MouseDown(b2Vec2(lastWorldTouch.x,lastWorldTouch.y));
+
+ if (!test->m_mouseJoint) panning=true;
+ }
+}
+
+- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
+{
+ for (UITouch *touch in touches)
+ {
+ CGPoint touchLocation=[touch locationInView:self];
+ CGPoint worldPosition=[self screenSpaceToWorldSpace:touchLocation];
+ //printf("Screen touched %f,%f -> %f,%f\n",touchLocation.x,touchLocation.y,worldPosition.x,worldPosition.y);
+
+
+ CGPoint screenDistanceMoved=CGPointMake(touchLocation.x-lastScreenTouch.x,touchLocation.y-lastScreenTouch.y);
+ if (panning)
+ {
+ screenDistanceMoved.x/=160;
+ screenDistanceMoved.y/=160;
+ screenDistanceMoved.x*=sceneScale;
+ screenDistanceMoved.y*=-sceneScale;
+ positionOffset.x+=screenDistanceMoved.x;
+ positionOffset.y+=screenDistanceMoved.y;
+ }
+
+ lastScreenTouch=touchLocation;
+ lastWorldTouch=worldPosition;
+ test->MouseMove(b2Vec2(lastWorldTouch.x,lastWorldTouch.y));
+
+ }
+}
+- (void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event
+{
+ test->MouseUp(b2Vec2(lastWorldTouch.x,lastWorldTouch.y));
+}
+
+- (void) accelerometer:(UIAccelerometer*)accelerometer didAccelerate:(UIAcceleration*)acceleration
+{
+ // Only run for valid values
+ if (acceleration.y!=0 && acceleration.x!=0)
+ {
+ if (test) test->SetGravity(acceleration.x,acceleration.y);
+ }
+}
+
+@end
--- /dev/null
+/*
+ * Delegates.h
+ * Box2D
+ *
+ * Box2D iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+ *
+ *
+ */
+
+@protocol TestSelectDelegate <NSObject>
+ -(void) selectTest:(int) testIndex;
+ -(void) leaveTest;
+
+@end
\ No newline at end of file
--- /dev/null
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty. In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef RENDER_H
+#define RENDER_H
+
+#import <UIKit/UIKit.h>
+#import <OpenGLES/EAGL.h>
+#import <OpenGLES/ES1/gl.h>
+#import <OpenGLES/ES1/glext.h>
+
+#include <Box2D/Box2D.h>
+
+struct b2AABB;
+
+// This class implements debug drawing callbacks that are invoked
+// inside b2World::Step.
+class GLESDebugDraw : public b2DebugDraw
+{
+public:
+ void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color);
+
+ void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color);
+
+ void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color);
+
+ void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color);
+
+ void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color);
+
+ void DrawTransform(const b2Transform& xf);
+
+ void DrawPoint(const b2Vec2& p, float32 size, const b2Color& color);
+
+ void DrawString(int x, int y, const char* string, ...);
+
+ void DrawAABB(b2AABB* aabb, const b2Color& color);
+};
+
+
+#endif
--- /dev/null
+/*
+* Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
+*
+* iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+*
+* This software is provided 'as-is', without any express or implied
+* warranty. In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 1. The origin of this software must not be misrepresented; you must not
+* claim that you wrote the original software. If you use this software
+* in a product, an acknowledgment in the product documentation would be
+* appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+* misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+*/
+
+#include "GLES-Render.h"
+
+
+#include <cstdio>
+#include <cstdarg>
+
+#include <cstring>
+
+void GLESDebugDraw::DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
+{
+ glColor4f(color.r, color.g, color.b,1);
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+ glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
+}
+
+void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color)
+{
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ glColor4f(color.r, color.g, color.b,0.5f);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
+
+ glColor4f(color.r, color.g, color.b,1);
+ glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
+}
+
+void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
+{
+ const float32 k_segments = 16.0f;
+ int vertexCount=16;
+ const float32 k_increment = 2.0f * b2_pi / k_segments;
+ float32 theta = 0.0f;
+
+ GLfloat glVertices[vertexCount*2];
+ for (int32 i = 0; i < k_segments; ++i)
+ {
+ b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
+ glVertices[i*2]=v.x;
+ glVertices[i*2+1]=v.y;
+ theta += k_increment;
+ }
+
+ glColor4f(color.r, color.g, color.b,1);
+ glVertexPointer(2, GL_FLOAT, 0, glVertices);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
+}
+
+void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
+{
+ const float32 k_segments = 16.0f;
+ int vertexCount=16;
+ const float32 k_increment = 2.0f * b2_pi / k_segments;
+ float32 theta = 0.0f;
+
+ GLfloat glVertices[vertexCount*2];
+ for (int32 i = 0; i < k_segments; ++i)
+ {
+ b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
+ glVertices[i*2]=v.x;
+ glVertices[i*2+1]=v.y;
+ theta += k_increment;
+ }
+
+ glColor4f(color.r, color.g, color.b,0.5f);
+ glVertexPointer(2, GL_FLOAT, 0, glVertices);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
+ glColor4f(color.r, color.g, color.b,1);
+ glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
+
+ // Draw the axis line
+ DrawSegment(center,center+radius*axis,color);
+}
+
+void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
+{
+ glColor4f(color.r, color.g, color.b,1);
+ GLfloat glVertices[] = {
+ p1.x,p1.y,p2.x,p2.y
+ };
+ glVertexPointer(2, GL_FLOAT, 0, glVertices);
+ glDrawArrays(GL_LINES, 0, 2);
+}
+
+void GLESDebugDraw::DrawTransform(const b2Transform& xf)
+{
+ b2Vec2 p1 = xf.position, p2;
+ const float32 k_axisScale = 0.4f;
+
+ p2 = p1 + k_axisScale * xf.R.col1;
+ DrawSegment(p1,p2,b2Color(1,0,0));
+
+ p2 = p1 + k_axisScale * xf.R.col2;
+ DrawSegment(p1,p2,b2Color(0,1,0));
+}
+
+void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
+{
+ glColor4f(color.r, color.g, color.b,1);
+ glPointSize(size);
+ GLfloat glVertices[] = {
+ p.x,p.y
+ };
+ glVertexPointer(2, GL_FLOAT, 0, glVertices);
+ glDrawArrays(GL_POINTS, 0, 1);
+ glPointSize(1.0f);
+}
+
+void GLESDebugDraw::DrawString(int x, int y, const char *string, ...)
+{
+
+ /* Unsupported as yet. Could replace with bitmap font renderer at a later date */
+}
+
+void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& c)
+{
+
+ glColor4f(c.r, c.g, c.b,1);
+
+ GLfloat glVertices[] = {
+ aabb->lowerBound.x, aabb->lowerBound.y,
+ aabb->upperBound.x, aabb->lowerBound.y,
+ aabb->upperBound.x, aabb->upperBound.y,
+ aabb->lowerBound.x, aabb->upperBound.y
+ };
+ glVertexPointer(2, GL_FLOAT, 0, glVertices);
+ glDrawArrays(GL_LINE_LOOP, 0, 8);
+
+}
--- /dev/null
+//
+// TestEntriesViewController.h
+// Box2D
+//
+// Box2D iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+//
+
+#import <UIKit/UIKit.h>
+#import "iPhoneTest.h"
+#import "Delegates.h"
+
+@interface TestEntriesViewController : UITableViewController {
+ int32 testCount;
+ id<TestSelectDelegate> _delegate;
+}
+
+@property(assign) id<TestSelectDelegate> delegate;
+
+@end
--- /dev/null
+//
+// TestEntriesViewController.m
+// Box2D
+//
+// Box2D iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
+//
+
+#import "TestEntriesViewController.h"
+
+
+@implementation TestEntriesViewController
+
+@synthesize delegate=_delegate;
+
+- (id)initWithStyle:(UITableViewStyle)style {
+ if ((se