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			60 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2013-2015 Patryk Nadrowski
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #pragma once
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| 
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| #include "SExposedVideoData.h"
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| #include "SIrrCreationParameters.h"
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| #include <string>
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| 
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| namespace irr
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| {
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| namespace video
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| {
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| // For system specific window contexts (used for OpenGL)
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| class IContextManager : public virtual IReferenceCounted
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| {
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| public:
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| 	//! Initialize manager with device creation parameters and device window (passed as exposed video data)
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| 	virtual bool initialize(const SIrrlichtCreationParameters ¶ms, const SExposedVideoData &data) = 0;
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| 
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| 	//! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
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| 	virtual void terminate() = 0;
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| 
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| 	//! Create surface based on current window set
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| 	virtual bool generateSurface() = 0;
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| 
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| 	//! Destroy current surface
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| 	virtual void destroySurface() = 0;
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| 
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| 	//! Create context based on current surface
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| 	virtual bool generateContext() = 0;
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| 
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| 	//! Destroy current context
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| 	virtual void destroyContext() = 0;
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| 
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| 	//! Get current context
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| 	virtual const SExposedVideoData &getContext() const = 0;
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| 
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| 	//! Change render context, disable old and activate new defined by videoData
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| 	//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
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| 	//                            When false: resets the context when videoData is set to 0 values.
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| 	/** This is mostly used internally by IVideoDriver::beginScene().
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| 		But if you want to switch threads which access your OpenGL driver you will have to
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| 		call this function as follows:
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| 		Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
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| 		New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
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| 		Note that only 1 thread at a time may access an OpenGL context.	*/
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| 	virtual bool activateContext(const SExposedVideoData &videoData, bool restorePrimaryOnZero = false) = 0;
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| 
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| 	//! Get the address of any OpenGL procedure (including core procedures).
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| 	virtual void *getProcAddress(const std::string &procName) = 0;
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| 
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| 	//! Swap buffers.
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| 	virtual bool swapBuffers() = 0;
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| };
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| 
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| } // end namespace video
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| } // end namespace irr
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