b50a9114b1
Happy new year to the wonderful Godot community!
76 lines
2.9 KiB
C++
76 lines
2.9 KiB
C++
/*************************************************************************/
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/* gl_context_egl.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CONTEXT_EGL_H
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#define CONTEXT_EGL_H
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#include <wrl.h>
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#include "EGL/egl.h"
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#include "drivers/gl_context/context_gl.h"
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#include "error_list.h"
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#include "os/os.h"
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using namespace Windows::UI::Core;
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class ContextEGL : public ContextGL {
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CoreWindow ^ window;
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EGLDisplay mEglDisplay;
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EGLContext mEglContext;
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EGLSurface mEglSurface;
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EGLint width;
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EGLint height;
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bool vsync;
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public:
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virtual void release_current();
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virtual void make_current();
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virtual int get_window_width();
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virtual int get_window_height();
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virtual void swap_buffers();
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void set_use_vsync(bool use) { vsync = use; }
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bool is_using_vsync() const { return vsync; }
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virtual Error initialize();
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void reset();
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void cleanup();
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ContextEGL(CoreWindow ^ p_window);
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~ContextEGL();
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};
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#endif
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