152 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
////////////////////////////////////////////////////////////
 | 
						|
//
 | 
						|
// SFML - Simple and Fast Multimedia Library
 | 
						|
// Copyright (C) 2007-2015 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_CONTEXT_HPP
 | 
						|
#define SFML_CONTEXT_HPP
 | 
						|
 | 
						|
////////////////////////////////////////////////////////////
 | 
						|
// Headers
 | 
						|
////////////////////////////////////////////////////////////
 | 
						|
#include <SFML/Window/Export.hpp>
 | 
						|
#include <SFML/Window/GlResource.hpp>
 | 
						|
#include <SFML/Window/ContextSettings.hpp>
 | 
						|
#include <SFML/System/NonCopyable.hpp>
 | 
						|
 | 
						|
 | 
						|
namespace sf
 | 
						|
{
 | 
						|
namespace priv
 | 
						|
{
 | 
						|
    class GlContext;
 | 
						|
}
 | 
						|
 | 
						|
typedef void (*GlFunctionPointer)();
 | 
						|
 | 
						|
////////////////////////////////////////////////////////////
 | 
						|
/// \brief Class holding a valid drawing context
 | 
						|
///
 | 
						|
////////////////////////////////////////////////////////////
 | 
						|
class SFML_WINDOW_API Context : GlResource, NonCopyable
 | 
						|
{
 | 
						|
public:
 | 
						|
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    /// \brief Default constructor
 | 
						|
    ///
 | 
						|
    /// The constructor creates and activates the context
 | 
						|
    ///
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    Context();
 | 
						|
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    /// \brief Destructor
 | 
						|
    ///
 | 
						|
    /// The destructor deactivates and destroys the context
 | 
						|
    ///
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    ~Context();
 | 
						|
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    /// \brief Activate or deactivate explicitly the context
 | 
						|
    ///
 | 
						|
    /// \param active True to activate, false to deactivate
 | 
						|
    ///
 | 
						|
    /// \return True on success, false on failure
 | 
						|
    ///
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    bool setActive(bool active);
 | 
						|
 | 
						|
public:
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    /// \brief Get the address of an OpenGL function
 | 
						|
    ///
 | 
						|
    /// \param name Name of the function to get the address of
 | 
						|
    ///
 | 
						|
    /// \return Address of the OpenGL function, 0 on failure
 | 
						|
    ///
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    static GlFunctionPointer getFunction(const char* name);
 | 
						|
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    /// \brief Construct a in-memory context
 | 
						|
    ///
 | 
						|
    /// This constructor is for internal use, you don't need
 | 
						|
    /// to bother with it.
 | 
						|
    ///
 | 
						|
    /// \param settings Creation parameters
 | 
						|
    /// \param width    Back buffer width
 | 
						|
    /// \param height   Back buffer height
 | 
						|
    ///
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    Context(const ContextSettings& settings, unsigned int width, unsigned int height);
 | 
						|
 | 
						|
private:
 | 
						|
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    // Member data
 | 
						|
    ////////////////////////////////////////////////////////////
 | 
						|
    priv::GlContext* m_context; ///< Internal OpenGL context
 | 
						|
};
 | 
						|
 | 
						|
} // namespace sf
 | 
						|
 | 
						|
 | 
						|
#endif // SFML_CONTEXT_HPP
 | 
						|
 | 
						|
////////////////////////////////////////////////////////////
 | 
						|
/// \class sf::Context
 | 
						|
/// \ingroup window
 | 
						|
///
 | 
						|
/// If you need to make OpenGL calls without having an
 | 
						|
/// active window (like in a thread), you can use an
 | 
						|
/// instance of this class to get a valid context.
 | 
						|
///
 | 
						|
/// Having a valid context is necessary for *every* OpenGL call.
 | 
						|
///
 | 
						|
/// Note that a context is only active in its current thread,
 | 
						|
/// if you create a new thread it will have no valid context
 | 
						|
/// by default.
 | 
						|
///
 | 
						|
/// To use a sf::Context instance, just construct it and let it
 | 
						|
/// live as long as you need a valid context. No explicit activation
 | 
						|
/// is needed, all it has to do is to exist. Its destructor
 | 
						|
/// will take care of deactivating and freeing all the attached
 | 
						|
/// resources.
 | 
						|
///
 | 
						|
/// Usage example:
 | 
						|
/// \code
 | 
						|
/// void threadFunction(void*)
 | 
						|
/// {
 | 
						|
///    sf::Context context;
 | 
						|
///    // from now on, you have a valid context
 | 
						|
///
 | 
						|
///    // you can make OpenGL calls
 | 
						|
///    glClear(GL_DEPTH_BUFFER_BIT);
 | 
						|
/// }
 | 
						|
/// // the context is automatically deactivated and destroyed
 | 
						|
/// // by the sf::Context destructor
 | 
						|
/// \endcode
 | 
						|
///
 | 
						|
////////////////////////////////////////////////////////////
 |