/*************************************************************************/ /* gl_manager_osx.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_OSX_H #define GL_MANAGER_OSX_H #if defined(OSX_ENABLED) && defined(GLES3_ENABLED) #include "core/error/error_list.h" #include "core/os/os.h" #include "core/templates/local_vector.h" #include "servers/display_server.h" #include #include #include class GLManager_OSX { public: enum ContextType { GLES_3_0_COMPATIBLE, }; private: struct GLWindow { GLWindow() { in_use = false; } bool in_use; DisplayServer::WindowID window_id; int width; int height; id window_view; NSOpenGLContext *context; }; LocalVector _windows; NSOpenGLContext *_shared_context = nullptr; GLWindow *_current_window; Error _create_context(GLWindow &win); 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]; } bool use_vsync; ContextType context_type; public: Error window_create(DisplayServer::WindowID p_window_id, id p_view, 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); // get directly from the cached GLWindow int window_get_width(DisplayServer::WindowID p_window_id = 0); int window_get_height(DisplayServer::WindowID p_window_id = 0); void release_current(); void make_current(); void swap_buffers(); void window_make_current(DisplayServer::WindowID p_window_id); void window_update(DisplayServer::WindowID p_window_id); Error initialize(); void set_use_vsync(bool p_use); bool is_using_vsync() const; GLManager_OSX(ContextType p_context_type); ~GLManager_OSX(); }; #endif // defined(OSX_ENABLED) && defined(GLES3_ENABLED) #endif // GL_MANAGER_OSX_H