irrlicht/include/IContextManager.h

64 lines
2.4 KiB
C++

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