196 lines
6.6 KiB
C++
196 lines
6.6 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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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_CONTEXT_HPP
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#define SFML_CONTEXT_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Export.hpp>
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#include <SFML/Window/GlResource.hpp>
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#include <SFML/Window/ContextSettings.hpp>
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#include <SFML/System/NonCopyable.hpp>
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namespace sf
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{
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namespace priv
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{
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class GlContext;
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}
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typedef void (*GlFunctionPointer)();
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////////////////////////////////////////////////////////////
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/// \brief Class holding a valid drawing context
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///
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////////////////////////////////////////////////////////////
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class SFML_WINDOW_API Context : GlResource, NonCopyable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// The constructor creates and activates the context
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///
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////////////////////////////////////////////////////////////
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Context();
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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/// The destructor deactivates and destroys the context
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///
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////////////////////////////////////////////////////////////
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~Context();
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate explicitly the context
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///
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/// \param active True to activate, false to deactivate
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///
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/// \return True on success, false on failure
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///
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////////////////////////////////////////////////////////////
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bool setActive(bool active);
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////////////////////////////////////////////////////////////
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/// \brief Get the settings of the context
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///
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/// Note that these settings may be different than the ones
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/// passed to the constructor; they are indeed adjusted if the
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/// original settings are not directly supported by the system.
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///
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/// \return Structure containing the settings
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///
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////////////////////////////////////////////////////////////
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const ContextSettings& getSettings() const;
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////////////////////////////////////////////////////////////
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/// \brief Check whether a given OpenGL extension is available
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///
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/// \param name Name of the extension to check for
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///
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/// \return True if available, false if unavailable
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///
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////////////////////////////////////////////////////////////
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static bool isExtensionAvailable(const char* name);
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////////////////////////////////////////////////////////////
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/// \brief Get the address of an OpenGL function
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///
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/// \param name Name of the function to get the address of
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///
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/// \return Address of the OpenGL function, 0 on failure
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///
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////////////////////////////////////////////////////////////
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static GlFunctionPointer getFunction(const char* name);
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////////////////////////////////////////////////////////////
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/// \brief Get the currently active context
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///
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/// This function will only return sf::Context objects.
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/// Contexts created e.g. by RenderTargets or for internal
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/// use will not be returned by this function.
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///
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/// \return The currently active context or NULL if none is active
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///
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////////////////////////////////////////////////////////////
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static const Context* getActiveContext();
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////////////////////////////////////////////////////////////
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/// \brief Get the currently active context's ID
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///
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/// The context ID is used to identify contexts when
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/// managing unshareable OpenGL resources.
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///
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/// \return The active context's ID or 0 if no context is currently active
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///
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////////////////////////////////////////////////////////////
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static Uint64 getActiveContextId();
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////////////////////////////////////////////////////////////
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/// \brief Construct a in-memory context
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///
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/// This constructor is for internal use, you don't need
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/// to bother with it.
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///
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/// \param settings Creation parameters
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/// \param width Back buffer width
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/// \param height Back buffer height
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///
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////////////////////////////////////////////////////////////
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Context(const ContextSettings& settings, unsigned int width, unsigned int height);
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::GlContext* m_context; ///< Internal OpenGL context
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};
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} // namespace sf
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#endif // SFML_CONTEXT_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Context
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/// \ingroup window
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///
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/// If you need to make OpenGL calls without having an
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/// active window (like in a thread), you can use an
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/// instance of this class to get a valid context.
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///
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/// Having a valid context is necessary for *every* OpenGL call.
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///
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/// Note that a context is only active in its current thread,
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/// if you create a new thread it will have no valid context
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/// by default.
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///
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/// To use a sf::Context instance, just construct it and let it
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/// live as long as you need a valid context. No explicit activation
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/// is needed, all it has to do is to exist. Its destructor
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/// will take care of deactivating and freeing all the attached
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/// resources.
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///
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/// Usage example:
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/// \code
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/// void threadFunction(void*)
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/// {
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/// sf::Context context;
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/// // from now on, you have a valid context
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///
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/// // you can make OpenGL calls
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/// glClear(GL_DEPTH_BUFFER_BIT);
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/// }
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/// // the context is automatically deactivated and destroyed
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/// // by the sf::Context destructor
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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