virtualx-engine/platform/uwp/gl_context_egl.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

78 lines
2.8 KiB
C++

/*************************************************************************/
/* gl_context_egl.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CONTEXT_EGL_H
#define CONTEXT_EGL_H
#include <wrl.h>
#include "os/os.h"
#include "EGL/egl.h"
#include "error_list.h"
#include "drivers/gl_context/context_gl.h"
using namespace Windows::UI::Core;
class ContextEGL : public ContextGL {
CoreWindow^ window;
EGLDisplay mEglDisplay;
EGLContext mEglContext;
EGLSurface mEglSurface;
EGLint width;
EGLint height;
bool vsync;
public:
virtual void release_current();
virtual void make_current();
virtual int get_window_width();
virtual int get_window_height();
virtual void swap_buffers();
void set_use_vsync(bool use) { vsync = use; }
bool is_using_vsync() const { return vsync; }
virtual Error initialize();
void reset();
void cleanup();
ContextEGL(CoreWindow^ p_window);
~ContextEGL();
};
#endif