/*************************************************************************/ /* gl_manager_x11.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 GL_MANAGER_X11_H #define GL_MANAGER_X11_H #ifdef X11_ENABLED #ifdef GLES3_ENABLED #include "core/os/os.h" #include "core/templates/local_vector.h" #include "servers/display_server.h" #include #include struct GLManager_X11_Private; class GLManager_X11 { public: enum ContextType { GLES_3_0_COMPATIBLE, }; private: // any data specific to the window struct GLWindow { GLWindow() { in_use = false; } bool in_use; // the external ID .. should match the GL window number .. unused I think DisplayServer::WindowID window_id; int width; int height; ::Window x11_window; int gldisplay_id; }; struct GLDisplay { GLDisplay() { context = nullptr; } ~GLDisplay(); GLManager_X11_Private *context; ::Display *x11_display; XVisualInfo x_vi; XSetWindowAttributes x_swa; unsigned long x_valuemask; }; // just for convenience, window and display struct struct XWinDisp { ::Window x11_window; ::Display *x11_display; } _x_windisp; LocalVector _windows; LocalVector _displays; GLWindow *_current_window; void _internal_set_current_window(GLWindow *p_win); GLWindow &get_window(unsigned int id) { return _windows[id]; } const GLWindow &get_window(unsigned int id) const { return _windows[id]; } const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; } const GLDisplay &get_display(unsigned int id) { return _displays[id]; } bool double_buffer; bool direct_render; int glx_minor, glx_major; bool use_vsync; ContextType context_type; private: int _find_or_create_display(Display *p_x11_display); Error _create_context(GLDisplay &gl_display); public: Error window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height); void window_destroy(DisplayServer::WindowID p_window_id); void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height); void release_current(); void make_current(); void swap_buffers(); void window_make_current(DisplayServer::WindowID p_window_id); Error initialize(); void set_use_vsync(bool p_use); bool is_using_vsync() const; GLManager_X11(const Vector2i &p_size, ContextType p_context_type); ~GLManager_X11(); }; #endif // GLES3_ENABLED #endif // X11_ENABLED #endif // GL_MANAGER_X11_H