/*************************************************************************/ /* gl_context_egl.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 CONTEXT_EGL_H #define CONTEXT_EGL_H #include #include "EGL/egl.h" #include "drivers/gl_context/context_gl.h" #include "error_list.h" #include "os/os.h" using namespace Windows::UI::Core; class ContextEGL : public ContextGL { CoreWindow ^ window; EGLDisplay mEglDisplay; EGLContext mEglContext; EGLSurface mEglSurface; EGLint width; EGLint height; bool vsync; public: virtual void release_current(); virtual void make_current(); virtual int get_window_width(); virtual int get_window_height(); virtual void swap_buffers(); void set_use_vsync(bool use) { vsync = use; } bool is_using_vsync() const { return vsync; } virtual Error initialize(); void reset(); void cleanup(); ContextEGL(CoreWindow ^ p_window); ~ContextEGL(); }; #endif