//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2013 Jonathan De Wachter (dewachter.jonathan@gmail.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 SFML_EGLCONTEXT_HPP #define SFML_EGLCONTEXT_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include namespace sf { namespace priv { class EglContext : public GlContext { public: //////////////////////////////////////////////////////////// /// \brief Create a new context, not associated to a window /// /// \param shared Context to share the new one with (can be NULL) /// //////////////////////////////////////////////////////////// EglContext(EglContext* shared); //////////////////////////////////////////////////////////// /// \brief Create a new context attached to a window /// /// \param shared Context to share the new one with /// \param settings Creation parameters /// \param owner Pointer to the owner window /// \param bitsPerPixel Pixel depth, in bits per pixel /// //////////////////////////////////////////////////////////// EglContext(EglContext* shared, const ContextSettings& settings, const WindowImpl* owner, unsigned int bitsPerPixel); //////////////////////////////////////////////////////////// /// \brief Create a new context that embeds its own rendering target /// /// \param shared Context to share the new one with /// \param settings Creation parameters /// \param width Back buffer width, in pixels /// \param height Back buffer height, in pixels /// //////////////////////////////////////////////////////////// EglContext(EglContext* shared, const ContextSettings& settings, unsigned int width, unsigned int height); //////////////////////////////////////////////////////////// /// \brief Destructor /// //////////////////////////////////////////////////////////// ~EglContext(); //////////////////////////////////////////////////////////// /// \brief Activate the context as the current target /// for rendering /// /// \return True on success, false if any error happened /// //////////////////////////////////////////////////////////// virtual bool makeCurrent(); //////////////////////////////////////////////////////////// /// \brief Display what has been rendered to the context so far /// //////////////////////////////////////////////////////////// virtual void display(); //////////////////////////////////////////////////////////// /// \brief Enable or disable vertical synchronization /// /// Activating vertical synchronization will limit the number /// of frames displayed to the refresh rate of the monitor. /// This can avoid some visual artifacts, and limit the framerate /// to a good value (but not constant across different computers). /// /// \param enabled: True to enable v-sync, false to deactivate /// //////////////////////////////////////////////////////////// virtual void setVerticalSyncEnabled(bool enabled); //////////////////////////////////////////////////////////// /// \brief Create the context /// /// \param shared Context to share the new one with (can be NULL) /// \param bitsPerPixel Pixel depth, in bits per pixel /// \param settings Creation parameters /// //////////////////////////////////////////////////////////// void createContext(EglContext* shared); //////////////////////////////////////////////////////////// /// \brief Create the EGL surface /// /// This function must be called when the activity (re)start, or /// when the orientation change. /// /// \param window: The native window type /// //////////////////////////////////////////////////////////// void createSurface(EGLNativeWindowType window); //////////////////////////////////////////////////////////// /// \brief Destroy the EGL surface /// /// This function must be called when the activity is stopped, or /// when the orientation change. /// //////////////////////////////////////////////////////////// void destroySurface(); //////////////////////////////////////////////////////////// /// \brief Get the best EGL visual for a given set of video settings /// /// \param display EGL display /// \param bitsPerPixel Pixel depth, in bits per pixel /// \param settings Requested context settings /// /// \return The best EGL config /// //////////////////////////////////////////////////////////// static EGLConfig getBestConfig(EGLDisplay display, unsigned int bitsPerPixel, const ContextSettings& settings); #ifdef SFML_SYSTEM_LINUX //////////////////////////////////////////////////////////// /// \brief Select the best EGL visual for a given set of settings /// /// \param display X display /// \param bitsPerPixel Pixel depth, in bits per pixel /// \param settings Requested context settings /// /// \return The best visual /// //////////////////////////////////////////////////////////// static XVisualInfo selectBestVisual(::Display* display, unsigned int bitsPerPixel, const ContextSettings& settings); #endif private: //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// EGLDisplay m_display; ///< The internal EGL display EGLContext m_context; ///< The internal EGL context EGLSurface m_surface; ///< The internal EGL surface EGLConfig m_config; ///< The internal EGL config }; } // namespace priv } // namespace sf #endif // SFML_EGLCONTEXT_HPP