//////////////////////////////////////////////////////////// // // 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 #include #include #include 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 /// ////////////////////////////////////////////////////////////