summaryrefslogtreecommitdiff
path: root/src/SFML/Window/iOS/EaglContext.hpp
blob: 7121f2e5ec0099f5ac7bf98c90a746817ca12446 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// 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_EAGLCONTEXT_HPP
#define SFML_EAGLCONTEXT_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/GlContext.hpp>
#include <SFML/Window/iOS/ObjCType.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/System/Clock.hpp>
#include <OpenGLES/ES1/gl.h>


SFML_DECLARE_OBJC_CLASS(EAGLContext);
SFML_DECLARE_OBJC_CLASS(SFView);

namespace sf
{
namespace priv
{
class WindowImplUIKit;

////////////////////////////////////////////////////////////
/// \brief iOS (EAGL) implementation of OpenGL contexts
///
////////////////////////////////////////////////////////////
class EaglContext : 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)
    ///
    ////////////////////////////////////////////////////////////
    EaglContext(EaglContext* 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
    ///
    ////////////////////////////////////////////////////////////
    EaglContext(EaglContext* 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
    ///
    ////////////////////////////////////////////////////////////
    EaglContext(EaglContext* shared, const ContextSettings& settings,
                unsigned int width, unsigned int height);

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    ////////////////////////////////////////////////////////////
    ~EaglContext();

    ////////////////////////////////////////////////////////////
    /// \brief Recreate the render buffers of the context
    ///
    /// This function must be called whenever the containing view
    /// changes (typically after an orientation change)
    ///
    /// \param glView: Container of the context
    ///
    ////////////////////////////////////////////////////////////
    void recreateRenderBuffers(SFView* glView);

    ////////////////////////////////////////////////////////////
    /// \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);

protected:

    ////////////////////////////////////////////////////////////
    /// \brief Activate the context as the current target
    ///        for rendering
    ///
    /// \param current Whether to make the context current or no longer current
    ///
    /// \return True on success, false if any error happened
    ///
    ////////////////////////////////////////////////////////////
    virtual bool makeCurrent(bool current);

private:

    ////////////////////////////////////////////////////////////
    /// \brief Create the context
    ///
    /// \param shared       Context to share the new one with (can be NULL)
    /// \param window       Window to attach the context to (can be NULL)
    /// \param bitsPerPixel Pixel depth, in bits per pixel
    /// \param settings     Creation parameters
    ///
    ////////////////////////////////////////////////////////////
    void createContext(EaglContext* shared,
                       const WindowImplUIKit* window,
                       unsigned int bitsPerPixel,
                       const ContextSettings& settings);

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    EAGLContext* m_context; ///< The internal context
    GLuint m_framebuffer;   ///< Frame buffer associated to the context
    GLuint m_colorbuffer;   ///< Color render buffer
    GLuint m_depthbuffer;   ///< Depth render buffer
    bool m_vsyncEnabled;    ///< Vertical sync activation flag
    Clock m_clock;          ///< Measures the elapsed time for the fake v-sync implementation
};

} // namespace priv

} // namespace sf

#endif // SFML_EAGLCONTEXT_HPP