godot/platform/linuxbsd/x11/gl_manager_x11.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

130 lines
4.7 KiB
C++

/**************************************************************************/
/* gl_manager_x11.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_X11_H
#define GL_MANAGER_X11_H
#ifdef X11_ENABLED
#ifdef GLES3_ENABLED
#include "core/os/os.h"
#include "core/templates/local_vector.h"
#include "dynwrappers/xext-so_wrap.h"
#include "dynwrappers/xlib-so_wrap.h"
#include "dynwrappers/xrender-so_wrap.h"
#include "servers/display_server.h"
struct GLManager_X11_Private;
class GLManager_X11 {
public:
enum ContextType {
GLES_3_0_COMPATIBLE,
};
private:
// any data specific to the window
struct GLWindow {
bool in_use = false;
// the external ID .. should match the GL window number .. unused I think
DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
int width = 0;
int height = 0;
::Window x11_window;
int gldisplay_id = 0;
};
struct GLDisplay {
GLDisplay() { context = nullptr; }
~GLDisplay();
GLManager_X11_Private *context = nullptr;
::Display *x11_display;
XVisualInfo x_vi;
};
// just for convenience, window and display struct
struct XWinDisp {
::Window x11_window;
::Display *x11_display;
} _x_windisp;
LocalVector<GLWindow> _windows;
LocalVector<GLDisplay> _displays;
GLWindow *_current_window = nullptr;
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]; }
const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
bool double_buffer;
bool direct_render;
int glx_minor, glx_major;
bool use_vsync;
ContextType context_type;
private:
int _find_or_create_display(Display *p_x11_display);
Error _create_context(GLDisplay &gl_display);
public:
XVisualInfo get_vi(Display *p_display);
Error window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, 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);
void release_current();
void make_current();
void swap_buffers();
void window_make_current(DisplayServer::WindowID p_window_id);
Error initialize(Display *p_display);
void set_use_vsync(bool p_use);
bool is_using_vsync() const;
void *get_glx_context(DisplayServer::WindowID p_window_id);
GLManager_X11(const Vector2i &p_size, ContextType p_context_type);
~GLManager_X11();
};
#endif // GLES3_ENABLED
#endif // X11_ENABLED
#endif // GL_MANAGER_X11_H