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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
60 lines
2.3 KiB
C++
60 lines
2.3 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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#ifndef __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
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#define __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
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#include "SExposedVideoData.h"
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#include "SIrrCreationParameters.h"
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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& params, const SExposedVideoData& data) =0;
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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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//! Create surface based on current window set
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virtual bool generateSurface() =0;
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//! Destroy current surface
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virtual void destroySurface() =0;
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//! Create context based on current surface
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virtual bool generateContext() =0;
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//! Destroy current context
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virtual void destroyContext() =0;
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//! Get current context
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virtual const SExposedVideoData& getContext() const =0;
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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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//! Swap buffers.
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virtual bool swapBuffers() =0;
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};
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} // end namespace video
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} // end namespace irr
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#endif
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