/*************************************************************************/
/*  context_gl_haiku.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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#include "context_gl_haiku.h"

#if defined(OPENGL_ENABLED)

ContextGL_Haiku::ContextGL_Haiku(HaikuDirectWindow *p_window) {
	window = p_window;

	uint32 type = BGL_RGB | BGL_DOUBLE | BGL_DEPTH;
	view = new HaikuGLView(window->Bounds(), type);

	use_vsync = false;
}

ContextGL_Haiku::~ContextGL_Haiku() {
	delete view;
}

Error ContextGL_Haiku::initialize() {
	window->AddChild(view);
	window->SetHaikuGLView(view);

	return OK;
}

void ContextGL_Haiku::release_current() {
	view->UnlockGL();
}

void ContextGL_Haiku::make_current() {
	view->LockGL();
}

void ContextGL_Haiku::swap_buffers() {
	view->SwapBuffers(use_vsync);
}

int ContextGL_Haiku::get_window_width() {
	return window->Bounds().IntegerWidth();
}

int ContextGL_Haiku::get_window_height() {
	return window->Bounds().IntegerHeight();
}

void ContextGL_Haiku::set_use_vsync(bool p_use) {
	use_vsync = p_use;
}

bool ContextGL_Haiku::is_using_vsync() const {
	return use_vsync;
}

#endif