/*************************************************************************/ /* 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