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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
122 lines
4.5 KiB
C++
122 lines
4.5 KiB
C++
/*************************************************************************/
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/* gl_manager_windows.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 GL_MANAGER_WINDOWS_H
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#define GL_MANAGER_WINDOWS_H
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#if defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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#include "core/error/error_list.h"
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#include "core/os/os.h"
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#include "core/templates/local_vector.h"
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#include "servers/display_server.h"
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#include <windows.h>
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typedef bool(APIENTRY *PFNWGLSWAPINTERVALEXTPROC)(int interval);
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typedef int(APIENTRY *PFNWGLGETSWAPINTERVALEXTPROC)(void);
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class GLManager_Windows {
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public:
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enum ContextType {
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GLES_3_0_COMPATIBLE,
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};
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private:
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// any data specific to the window
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struct GLWindow {
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int width = 0;
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int height = 0;
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// windows specific
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HDC hDC;
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HWND hwnd;
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int gldisplay_id = 0;
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};
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struct GLDisplay {
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// windows specific
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HGLRC hRC;
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};
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RBMap<DisplayServer::WindowID, GLWindow> _windows;
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LocalVector<GLDisplay> _displays;
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GLWindow *_current_window = nullptr;
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PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
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PFNWGLGETSWAPINTERVALEXTPROC wglGetSwapIntervalEXT;
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// funcs
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void _internal_set_current_window(GLWindow *p_win);
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GLWindow &get_window(unsigned int id) { return _windows[id]; }
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const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
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const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
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const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
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bool direct_render;
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int glx_minor, glx_major;
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bool use_vsync;
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ContextType context_type;
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private:
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int _find_or_create_display(GLWindow &win);
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Error _create_context(GLWindow &win, GLDisplay &gl_display);
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public:
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Error window_create(DisplayServer::WindowID p_window_id, HWND p_hwnd, HINSTANCE p_hinstance, int p_width, int p_height);
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void window_destroy(DisplayServer::WindowID p_window_id);
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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// get directly from the cached GLWindow
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int window_get_width(DisplayServer::WindowID p_window_id = 0);
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int window_get_height(DisplayServer::WindowID p_window_id = 0);
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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Error initialize();
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void set_use_vsync(bool p_use);
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bool is_using_vsync() const;
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GLManager_Windows(ContextType p_context_type);
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~GLManager_Windows();
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};
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#endif // defined(WINDOWS_ENABLED) && defined(GLES3_ENABLED)
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#endif // GL_MANAGER_WINDOWS_H
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