shooter/SFML-mingw32/include/SFML/Window/Context.hpp

196 lines
6.6 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 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);
////////////////////////////////////////////////////////////
/// \brief Get the settings of the context
///
/// Note that these settings may be different than the ones
/// passed to the constructor; they are indeed adjusted if the
/// original settings are not directly supported by the system.
///
/// \return Structure containing the settings
///
////////////////////////////////////////////////////////////
const ContextSettings& getSettings() const;
////////////////////////////////////////////////////////////
/// \brief Check whether a given OpenGL extension is available
///
/// \param name Name of the extension to check for
///
/// \return True if available, false if unavailable
///
////////////////////////////////////////////////////////////
static bool isExtensionAvailable(const char* name);
////////////////////////////////////////////////////////////
/// \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 Get the currently active context
///
/// This function will only return sf::Context objects.
/// Contexts created e.g. by RenderTargets or for internal
/// use will not be returned by this function.
///
/// \return The currently active context or NULL if none is active
///
////////////////////////////////////////////////////////////
static const Context* getActiveContext();
////////////////////////////////////////////////////////////
/// \brief Get the currently active context's ID
///
/// The context ID is used to identify contexts when
/// managing unshareable OpenGL resources.
///
/// \return The active context's ID or 0 if no context is currently active
///
////////////////////////////////////////////////////////////
static Uint64 getActiveContextId();
////////////////////////////////////////////////////////////
/// \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
///
////////////////////////////////////////////////////////////