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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
106 lines
4.1 KiB
C++
106 lines
4.1 KiB
C++
/**************************************************************************/
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/* gl_manager_macos_legacy.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GL_MANAGER_MACOS_LEGACY_H
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#define GL_MANAGER_MACOS_LEGACY_H
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#if defined(MACOS_ENABLED) && defined(GLES3_ENABLED)
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#include "core/error/error_list.h"
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#include "core/os/os.h"
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#include "core/templates/local_vector.h"
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#include "servers/display_server.h"
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#import <AppKit/AppKit.h>
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#import <ApplicationServices/ApplicationServices.h>
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#import <CoreVideo/CoreVideo.h>
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-declarations" // OpenGL is deprecated in macOS 10.14
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class GLManager_MacOS {
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public:
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enum ContextType {
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GLES_3_0_COMPATIBLE,
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};
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private:
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struct GLWindow {
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int width = 0;
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int height = 0;
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id window_view = nullptr;
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NSOpenGLContext *context = nullptr;
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};
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RBMap<DisplayServer::WindowID, GLWindow> windows;
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NSOpenGLContext *shared_context = nullptr;
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DisplayServer::WindowID current_window = DisplayServer::INVALID_WINDOW_ID;
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Error create_context(GLWindow &win);
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bool use_vsync = false;
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ContextType context_type;
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public:
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Error window_create(DisplayServer::WindowID p_window_id, id p_view, int p_width, int p_height);
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void window_destroy(DisplayServer::WindowID p_window_id);
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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int window_get_width(DisplayServer::WindowID p_window_id = 0);
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int window_get_height(DisplayServer::WindowID p_window_id = 0);
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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void window_update(DisplayServer::WindowID p_window_id);
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void window_set_per_pixel_transparency_enabled(DisplayServer::WindowID p_window_id, bool p_enabled);
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Error initialize();
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void set_use_vsync(bool p_use);
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bool is_using_vsync() const;
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NSOpenGLContext *get_context(DisplayServer::WindowID p_window_id);
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GLManager_MacOS(ContextType p_context_type);
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~GLManager_MacOS();
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};
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#pragma clang diagnostic push
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#endif // MACOS_ENABLED && GLES3_ENABLED
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#endif // GL_MANAGER_MACOS_LEGACY_H
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