
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1117 4e206d99-4929-0410-ac5d-dfc041789085
125 lines
4.7 KiB
C++
125 lines
4.7 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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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 freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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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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////////////////////////////////////////////////////////////
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#ifndef SFML_CONTEXTGLX_HPP
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#define SFML_CONTEXTGLX_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/ContextGL.hpp>
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#include <SFML/Window/Linux/DisplayRef.hpp>
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#include <X11/Xlib.h>
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#include <GL/glx.h>
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namespace sf
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{
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namespace priv
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{
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////////////////////////////////////////////////////////////
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/// Linux (GLX) implementation of OpenGL contexts
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////////////////////////////////////////////////////////////
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class ContextGLX : public ContextGL
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{
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public :
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////////////////////////////////////////////////////////////
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/// Create a new context, not associated to a window
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///
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/// \param Shared : Context to share the new one with (can be NULL)
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///
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////////////////////////////////////////////////////////////
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ContextGLX(ContextGLX* Shared);
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////////////////////////////////////////////////////////////
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/// Create a new context attached to a window
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///
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/// \param Shared : Context to share the new one with (can be NULL)
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/// \param Owner : Pointer to the owner window
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/// \param BitsPerPixel : Pixel depth (in bits per pixel)
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/// \param Settings : Creation parameters
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///
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////////////////////////////////////////////////////////////
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ContextGLX(ContextGLX* Shared, const WindowImpl* Owner, unsigned int BitsPerPixel, const ContextSettings& Settings);
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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~ContextGLX();
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////////////////////////////////////////////////////////////
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/// \see Context::MakeCurrent
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///
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////////////////////////////////////////////////////////////
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virtual bool MakeCurrent(bool Active);
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////////////////////////////////////////////////////////////
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/// \see Context::Display
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///
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////////////////////////////////////////////////////////////
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virtual void Display();
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////////////////////////////////////////////////////////////
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/// \see Context::UseVerticalSync
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///
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////////////////////////////////////////////////////////////
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virtual void UseVerticalSync(bool Enabled);
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////////////////////////////////////////////////////////////
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/// Check if a context is active on the current thread
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///
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/// \return True if there's an active context, false otherwise
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///
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////////////////////////////////////////////////////////////
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static bool IsContextActive();
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private :
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////////////////////////////////////////////////////////////
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/// Create the context
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///
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/// \param Shared : Context to share the new one with (can be NULL)
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/// \param BitsPerPixel : Pixel depth, in bits per pixel
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/// \param Settings : Creation parameters
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///
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////////////////////////////////////////////////////////////
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void CreateContext(ContextGLX* Shared, unsigned int BitsPerPixel, const ContextSettings& Settings);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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DisplayRef myDisplay; ///< Connection to the X server
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::Window myWindow; ///< Window to which the context is attached
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GLXContext myContext; ///< OpenGL context
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bool myOwnsWindow; ///< Do we own the window associated to the context?
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};
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} // namespace priv
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} // namespace sf
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#endif // SFML_CONTEXTGLX_HPP
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