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- /*************************************************************************/
- /* context_gl_haiku.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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. */
- /*************************************************************************/
- #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
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