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140 lines
4.5 KiB
140 lines
4.5 KiB
//////////////////////////////////////////////////////////// |
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// |
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// SFML - Simple and Fast Multimedia Library |
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// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) |
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// |
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// This software is provided 'as-is', without any express or implied warranty. |
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// In no event will the authors be held liable for any damages arising from the use of this software. |
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// |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it freely, |
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// subject to the following restrictions: |
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// |
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// 1. The origin of this software must not be misrepresented; |
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// you must not claim that you wrote the original software. |
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// If you use this software in a product, an acknowledgment |
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// in the product documentation would be appreciated but is not required. |
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// |
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// 2. Altered source versions must be plainly marked as such, |
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// and must not be misrepresented as being the original software. |
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// |
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// 3. This notice may not be removed or altered from any source distribution. |
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// |
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//////////////////////////////////////////////////////////// |
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#ifndef SFML_CONTEXT_HPP |
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#define SFML_CONTEXT_HPP |
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//////////////////////////////////////////////////////////// |
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// Headers |
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//////////////////////////////////////////////////////////// |
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#include <SFML/Window/Export.hpp> |
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#include <SFML/Window/GlResource.hpp> |
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#include <SFML/Window/ContextSettings.hpp> |
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#include <SFML/System/NonCopyable.hpp> |
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namespace sf |
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{ |
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namespace priv |
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{ |
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class GlContext; |
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} |
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//////////////////////////////////////////////////////////// |
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/// \brief Class holding a valid drawing context |
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/// |
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class SFML_WINDOW_API Context : GlResource, NonCopyable |
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{ |
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public : |
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//////////////////////////////////////////////////////////// |
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/// \brief Default constructor |
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/// |
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/// The constructor creates and activates the context |
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/// |
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Context(); |
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/// \brief Destructor |
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/// |
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/// The desctructor deactivates and destroys the context |
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/// |
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~Context(); |
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/// \brief Activate or deactivate explicitely the context |
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/// |
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/// \param active True to activate, false to deactivate |
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/// |
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/// \return True on success, false on failure |
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/// |
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//////////////////////////////////////////////////////////// |
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bool setActive(bool active); |
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public : |
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//////////////////////////////////////////////////////////// |
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/// \brief Construct a in-memory context |
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/// |
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/// This constructor is for internal use, you don't need |
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/// to bother with it. |
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/// |
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/// \param settings Creation parameters |
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/// \param width Back buffer width |
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/// \param height Back buffer height |
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/// |
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//////////////////////////////////////////////////////////// |
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Context(const ContextSettings& settings, unsigned int width, unsigned int height); |
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private : |
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//////////////////////////////////////////////////////////// |
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// Member data |
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//////////////////////////////////////////////////////////// |
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priv::GlContext* m_context; ///< Internal OpenGL context |
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}; |
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} // namespace sf |
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#endif // SFML_CONTEXT_HPP |
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//////////////////////////////////////////////////////////// |
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/// \class sf::Context |
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/// \ingroup window |
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/// |
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/// If you need to make OpenGL calls without having an |
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/// active window (like in a thread), you can use an |
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/// instance of this class to get a valid context. |
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/// |
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/// Having a valid context is necessary for *every* OpenGL call. |
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/// |
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/// Note that a context is only active in its current thread, |
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/// if you create a new thread it will have no valid context |
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/// by default. |
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/// |
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/// To use a sf::Context instance, just construct it and let it |
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/// live as long as you need a valid context. No explicit activation |
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/// is needed, all it has to do is to exist. Its destructor |
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/// will take care of deactivating and freeing all the attached |
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/// resources. |
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/// |
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/// Usage example: |
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/// \code |
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/// void threadFunction(void*) |
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/// { |
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/// sf::Context context; |
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/// // from now on, you have a valid context |
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/// |
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/// // you can make OpenGL calls |
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/// glClear(GL_DEPTH_BUFFER_BIT); |
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/// } |
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/// // the context is automatically deactivated and destroyed |
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/// // by the sf::Context destructor |
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/// \endcode |
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/// |
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////////////////////////////////////////////////////////////
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