Fixed endless loop when creating an OpenGL 3.x context (bug introduced by the last modification)
Updated the API documentation of the graphics module git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1302 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
148626ed5b
commit
a8a3b423bf
@ -34,26 +34,29 @@
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Color is an utility class for manipulating
|
||||
/// 32-bits RGBA colors
|
||||
/// \brief Utility class for manpulating RGBA colors
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_API Color
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Default constructor
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// Constructs an opaque black color. It is equivalent to
|
||||
/// sf::Color(0, 0, 0, 255).
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Color();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Construct the color from its 4 RGBA components
|
||||
/// \brief Construct the color from its 4 RGBA components
|
||||
///
|
||||
/// \param red : Red component (0 .. 255)
|
||||
/// \param green : Green component (0 .. 255)
|
||||
/// \param blue : Blue component (0 .. 255)
|
||||
/// \param alpha : Alpha (opacity) component (0 .. 255)
|
||||
/// \param red Red component (in the range [0, 255])
|
||||
/// \param green Green component (in the range [0, 255])
|
||||
/// \param blue Blue component (in the range [0, 255])
|
||||
/// \param alpha Alpha (opacity) component (in the range [0, 255])
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Color(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha = 255);
|
||||
@ -76,71 +79,93 @@ public :
|
||||
Uint8 r; ///< Red component
|
||||
Uint8 g; ///< Green component
|
||||
Uint8 b; ///< Blue component
|
||||
Uint8 a; ///< Alpha (transparency) component
|
||||
Uint8 a; ///< Alpha (opacity) component
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Compare two colors (for equality)
|
||||
/// \brief Overload of the == operator
|
||||
///
|
||||
/// \param left : Left operand
|
||||
/// \param right : Right operand
|
||||
/// This operator compares two colors and check if they are equal.
|
||||
///
|
||||
/// \return True if colors are equal
|
||||
/// \param left Left operand
|
||||
/// \param right Right operand
|
||||
///
|
||||
/// \return True if colors are equal, false if they are different
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_API bool operator ==(const Color& left, const Color& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Compare two colors (for difference)
|
||||
/// \brief Overload of the != operator
|
||||
///
|
||||
/// \param left : Left operand
|
||||
/// \param right : Right operand
|
||||
/// This operator compares two colors and check if they are different.
|
||||
///
|
||||
/// \return True if colors are different
|
||||
/// \param left Left operand
|
||||
/// \param right Right operand
|
||||
///
|
||||
/// \return True if colors are different, false if they are equal
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_API bool operator !=(const Color& left, const Color& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator + overload to add two colors
|
||||
/// \brief Overload of the binary + operator
|
||||
///
|
||||
/// \param left : Left operand
|
||||
/// \param right : Right operand
|
||||
/// This operator returns the component-wise sum of two colors.
|
||||
/// Components that exceed 255 are clamped to 255.
|
||||
///
|
||||
/// \return Component-wise saturated addition of the two colors
|
||||
/// \param left Left operand
|
||||
/// \param right Right operand
|
||||
///
|
||||
/// \return Result of \a left + \a right
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_API Color operator +(const Color& left, const Color& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator * overload to modulate two colors
|
||||
/// \brief Overload of the binary * operator
|
||||
///
|
||||
/// \param left : Left operand
|
||||
/// \param right : Right operand
|
||||
/// This operator returns the component-wise multiplication
|
||||
/// (also called "modulation") of two colors.
|
||||
/// Components are then divided by 255 so that the result is
|
||||
/// still in the range [0, 255].
|
||||
///
|
||||
/// \return Component-wise multiplication of the two colors
|
||||
/// \param left Left operand
|
||||
/// \param right Right operand
|
||||
///
|
||||
/// \return Result of \a left * \a right
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_API Color operator *(const Color& left, const Color& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator += overload to add a color
|
||||
/// \brief Overload of the binary += operator
|
||||
///
|
||||
/// \param left : Left operand
|
||||
/// \param right : Right operand
|
||||
/// This operator computes the component-wise sum of two colors,
|
||||
/// and assigns the result to the left operand.
|
||||
/// Components that exceed 255 are clamped to 255.
|
||||
///
|
||||
/// \return Component-wise saturated addition of the two colors
|
||||
/// \param left Left operand
|
||||
/// \param right Right operand
|
||||
///
|
||||
/// \return Reference to \a left
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_API Color& operator +=(Color& left, const Color& right);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator *= overload to modulate a color
|
||||
/// \brief Overload of the binary *= operator
|
||||
///
|
||||
/// \param left : Left operand
|
||||
/// \param right : Right operand
|
||||
/// This operator returns the component-wise multiplication
|
||||
/// (also called "modulation") of two colors, and assigns
|
||||
/// the result to the left operand.
|
||||
/// Components are then divided by 255 so that the result is
|
||||
/// still in the range [0, 255].
|
||||
///
|
||||
/// \return Component-wise multiplication of the two colors
|
||||
/// \param left Left operand
|
||||
/// \param right Right operand
|
||||
///
|
||||
/// \return Reference to \a left
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_API Color& operator *=(Color& left, const Color& right);
|
||||
@ -149,3 +174,46 @@ SFML_API Color& operator *=(Color& left, const Color& right);
|
||||
|
||||
|
||||
#endif // SFML_COLOR_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Color
|
||||
///
|
||||
/// sf::Color is a simple color class composed of 4 components:
|
||||
/// \li Red
|
||||
/// \li Green
|
||||
/// \li Blue
|
||||
/// \li Alpha (opacity)
|
||||
///
|
||||
/// Each component is a public member, an unsigned integer in
|
||||
/// the range [0, 255]. Thus, colors can be constructed and
|
||||
/// manipulated very easily:
|
||||
///
|
||||
/// \code
|
||||
/// sf::Color c1(255, 0, 0); // red
|
||||
/// c1.red = 0; // make it black
|
||||
/// c1.blue = 128; // make it dark blue
|
||||
/// \endcode
|
||||
///
|
||||
/// The fourth component of colors, named "alpha", represents
|
||||
/// the opacity of the color. A color with an alpha value of
|
||||
/// 255 will be fully opaque, while an alpha value of 0 will
|
||||
/// make a color fully transparent, whatever the value of the
|
||||
/// other components.
|
||||
///
|
||||
/// The most common colors are already defined as static variables:
|
||||
/// \code
|
||||
/// sf::Color black = sf::Color::Black;
|
||||
/// sf::Color white = sf::Color::White;
|
||||
/// sf::Color red = sf::Color::Red;
|
||||
/// sf::Color green = sf::Color::Green;
|
||||
/// sf::Color blue = sf::Color::Blue;
|
||||
/// sf::Color yellow = sf::Color::Yellow;
|
||||
/// sf::Color magenta = sf::Color::Magenta;
|
||||
/// sf::Color cyan = sf::Color::Cyan;
|
||||
/// \endcode
|
||||
///
|
||||
/// Colors can also be added and modulated (multiplied) using the
|
||||
/// overloaded operators + and *.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -37,77 +37,122 @@
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Simple wrapper for sf::Window that allows easy
|
||||
/// 2D rendering
|
||||
/// \brief Window that can serve as a target for 2D drawing
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_API RenderWindow : public Window, public RenderTarget
|
||||
{
|
||||
public :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Default constructor
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructor doesn't actually create the window,
|
||||
/// use the other constructors or call Create to do so.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
RenderWindow();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Construct the window
|
||||
/// \brief Construct a new window
|
||||
///
|
||||
/// \param mode : Video mode to use
|
||||
/// \param title : Title of the window
|
||||
/// \param style : Window style
|
||||
/// \param settings : Additional settings for the underlying OpenGL context
|
||||
/// This constructor creates the window with the size and pixel
|
||||
/// depth defined in \a mode. An optional style can be passed to
|
||||
/// customize the look and behaviour of the window (borders,
|
||||
/// title bar, resizable, closable, ...).
|
||||
///
|
||||
/// The fourth parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc. You shouldn't care about these
|
||||
/// parameters for a regular usage of the graphics module.
|
||||
///
|
||||
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
|
||||
/// \param title Title of the window
|
||||
/// \param style Window style
|
||||
/// \param settings Additional settings for the underlying OpenGL context
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
RenderWindow(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Construct the window from an existing control
|
||||
/// \brief Construct the window from an existing control
|
||||
///
|
||||
/// \param handle : Platform-specific handle of the control
|
||||
/// \param settings : Additional settings for the underlying OpenGL context (see default constructor for default values)
|
||||
/// Use this constructor if you want to create an SFML
|
||||
/// rendering area into an already existing control.
|
||||
///
|
||||
/// The fourth parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc. You shouldn't care about these
|
||||
/// parameters for a regular usage of the graphics module.
|
||||
///
|
||||
/// \param handle Platform-specific handle of the control
|
||||
/// \param settings Additional settings for the underlying OpenGL context
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
RenderWindow(WindowHandle handle, const ContextSettings& settings = ContextSettings());
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Destructor
|
||||
/// \brief Destructor
|
||||
///
|
||||
/// Closes the window and free all the resources attached to it.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual ~RenderWindow();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the width of the rendering region of the window
|
||||
/// \brief Get the width of the rendering region of the window
|
||||
///
|
||||
/// The width doesn't include the titlebar and borders
|
||||
/// of the window.
|
||||
///
|
||||
/// \return Width in pixels
|
||||
///
|
||||
/// \see GetHeight
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual unsigned int GetWidth() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the height of the rendering region of the window
|
||||
///
|
||||
/// The height doesn't include the titlebar and borders
|
||||
/// of the window.
|
||||
///
|
||||
/// \return Height in pixels
|
||||
///
|
||||
/// \see GetWidth
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual unsigned int GetHeight() const;
|
||||
|
||||
private :
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// /see Window::OnCreate
|
||||
/// \brief Function called after the window has been created
|
||||
///
|
||||
/// This function is called so that derived classes can
|
||||
/// perform their own specific initialization as soon as
|
||||
/// the window is created.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void OnCreate();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// /see Window::OnDisplay
|
||||
/// \brief Function called before the window is displayed
|
||||
///
|
||||
/// This function is called so that derived classes can
|
||||
/// perform their own specific tasks right before the
|
||||
/// rendered contents are displayed on screen.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void OnDisplay();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// /see RenderTarget::Activate
|
||||
/// \brief Activate the target for rendering
|
||||
///
|
||||
/// \param active True to activate rendering, false to deactivate
|
||||
///
|
||||
/// \return True if activation succeeded
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual bool Activate(bool active);
|
||||
@ -117,3 +162,115 @@ private :
|
||||
|
||||
|
||||
#endif // SFML_RENDERWINDOW_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::RenderWindow
|
||||
///
|
||||
/// sf::RenderWindow is the main class of the Graphics module.
|
||||
/// It defines an OS window that can be painted using the other
|
||||
/// classes of the graphics module.
|
||||
///
|
||||
/// sf::RenderWindow is derived from sf::Window, thus it inherits
|
||||
/// all its features: mouse/keyboard/joystick input, events, window
|
||||
/// handling, OpenGL rendering, etc. See the documentation of
|
||||
/// sf::Window for a more complete description of all these features
|
||||
/// and code samples.
|
||||
///
|
||||
/// On top of that, sf::RenderWindow adds more features related to
|
||||
/// 2D drawing with the graphics module, so that you don't need
|
||||
/// to use OpenGL to draw things. You can clear the window, and draw
|
||||
/// sprites, shapes or text. Here is a typical rendering / event loop
|
||||
/// with a sf::RenderWindow:
|
||||
///
|
||||
/// \code
|
||||
/// // Declare and create a new render-window
|
||||
/// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
|
||||
///
|
||||
/// // Limit the framerate to 60 frames per second (this step is optional)
|
||||
/// window.SetFramerateLimit(60);
|
||||
///
|
||||
/// // The main loop - ends as soon as the window is closed
|
||||
/// while (window.IsOpened())
|
||||
/// {
|
||||
/// // Event processing
|
||||
/// sf::Event event;
|
||||
/// while (window.GetEvent(event))
|
||||
/// {
|
||||
/// // Request for closing the window
|
||||
/// if (event.Type == sf::Event::Closed)
|
||||
/// window.Close();
|
||||
/// }
|
||||
///
|
||||
/// // Clear the whole window before rendering a new frame
|
||||
/// window.Clear();
|
||||
///
|
||||
/// // Draw some sprites / shapes / texts
|
||||
/// window.Draw(sprite); // sprite is a sf::Sprite
|
||||
/// window.Draw(shape); // shape is a sf::Shape
|
||||
/// window.Draw(text); // text is a sf::Text
|
||||
///
|
||||
/// // End the current frame and display its contents on screen
|
||||
/// window.Display();
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// A sf::RenderWindow is also able to use views (sf::View),
|
||||
/// which are a kind of 2D cameras. With views you can scroll,
|
||||
/// rotate or zoom everything that is drawn to the window globally,
|
||||
/// without having to transform every single entity. See the
|
||||
/// documentation of sf::View for more details and sample pieces of
|
||||
/// code about this class.
|
||||
///
|
||||
/// Like sf::Window, sf::RenderWindow is still able to render direct
|
||||
/// OpenGL stuff. It is even possible to mix together OpenGL calls
|
||||
/// and regular SFML drawing commands. No particular setup is required,
|
||||
/// all you have to do is to call Flush() whenever you want to make
|
||||
/// sure that your SFML entities (sprites, shapes or texts) are
|
||||
/// actually drawn to the window, so that your OpenGL commands will draw
|
||||
/// on top of them (otherwise the rendering may be delayed internally by SFML,
|
||||
/// and probably happen *after* your OpenGL calls).
|
||||
///
|
||||
/// \code
|
||||
/// // Create the render window
|
||||
/// sf::RenderWindow window(sf::VideoMode(800, 600), "SFML OpenGL");
|
||||
///
|
||||
/// // Create a sprite and a text to display
|
||||
/// sf::Sprite sprite;
|
||||
/// sf::Text text;
|
||||
/// ...
|
||||
///
|
||||
/// // Perform OpenGL initializations
|
||||
/// glMatrixMode(GL_PROJECTION);
|
||||
/// ...
|
||||
///
|
||||
/// // Start the rendering loop
|
||||
/// while (window.IsOpened())
|
||||
/// {
|
||||
/// // Process events
|
||||
/// ...
|
||||
///
|
||||
/// // Draw a background sprite
|
||||
/// window.Draw(sprite);
|
||||
///
|
||||
/// // Flush the window, to make sure that the OpenGL object
|
||||
/// // will be rendered on top of the background sprite
|
||||
/// window.Flush();
|
||||
///
|
||||
/// // Draw a 3D object using OpenGL
|
||||
/// glBegin(GL_QUADS);
|
||||
/// glVertex3f(...);
|
||||
/// ...
|
||||
/// glEnd();
|
||||
///
|
||||
/// // Draw text on top of the 3D object
|
||||
/// window.Draw(text);
|
||||
///
|
||||
/// // Finally, display the rendered frame on screen
|
||||
/// window.Display();
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Window, sf::RenderTarget, sf::RenderImage, sf::View
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -60,10 +60,8 @@ public :
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This default constructor doesn't create the window,
|
||||
/// you must call Create() to do so.
|
||||
/// If \a style contains Style::Fullscreen, then \a mode
|
||||
/// must be a valid video mode.
|
||||
/// This constructor doesn't actually create the window,
|
||||
/// use the other constructors or call Create to do so.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Window();
|
||||
@ -71,6 +69,17 @@ public :
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct a new window
|
||||
///
|
||||
/// This constructor creates the window with the size and pixel
|
||||
/// depth defined in \a mode. An optional style can be passed to
|
||||
/// customize the look and behaviour of the window (borders,
|
||||
/// title bar, resizable, closable, ...). If \a style contains
|
||||
/// Style::Fullscreen, then \a mode must be a valid video mode.
|
||||
///
|
||||
/// The fourth parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc. You shouldn't care about these
|
||||
/// parameters for a regular usage of the graphics module.
|
||||
///
|
||||
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
|
||||
/// \param title Title of the window
|
||||
/// \param style Window style
|
||||
@ -85,6 +94,11 @@ public :
|
||||
/// Use this constructor if you want to create an OpenGL
|
||||
/// rendering area into an already existing control.
|
||||
///
|
||||
/// The fourth parameter is an optional structure specifying
|
||||
/// advanced OpenGL context settings such as antialiasing,
|
||||
/// depth-buffer bits, etc. You shouldn't care about these
|
||||
/// parameters for a regular usage of the graphics module.
|
||||
///
|
||||
/// \param handle Platform-specific handle of the control
|
||||
/// \param settings Additional settings for the underlying OpenGL context
|
||||
///
|
||||
|
@ -44,8 +44,6 @@ const Color Color::Magenta(255, 0, 255);
|
||||
const Color Color::Cyan(0, 255, 255);
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Default constructor
|
||||
////////////////////////////////////////////////////////////
|
||||
Color::Color() :
|
||||
r(0),
|
||||
@ -57,8 +55,6 @@ a(255)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Construct the color from its 4 RGBA components
|
||||
////////////////////////////////////////////////////////////
|
||||
Color::Color(Uint8 red, Uint8 green, Uint8 blue, Uint8 alpha) :
|
||||
r(red),
|
||||
@ -70,8 +66,6 @@ a(alpha)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Compare two colors (for equality)
|
||||
////////////////////////////////////////////////////////////
|
||||
bool operator ==(const Color& left, const Color& right)
|
||||
{
|
||||
@ -82,8 +76,6 @@ bool operator ==(const Color& left, const Color& right)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Compare two colors (for difference)
|
||||
////////////////////////////////////////////////////////////
|
||||
bool operator !=(const Color& left, const Color& right)
|
||||
{
|
||||
@ -91,8 +83,6 @@ bool operator !=(const Color& left, const Color& right)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator + overload to add two colors
|
||||
////////////////////////////////////////////////////////////
|
||||
Color operator +(const Color& left, const Color& right)
|
||||
{
|
||||
@ -103,8 +93,6 @@ Color operator +(const Color& left, const Color& right)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator * overload to modulate two colors
|
||||
////////////////////////////////////////////////////////////
|
||||
Color operator *(const Color& left, const Color& right)
|
||||
{
|
||||
@ -115,8 +103,6 @@ Color operator *(const Color& left, const Color& right)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator += overload to add a color
|
||||
////////////////////////////////////////////////////////////
|
||||
Color& operator +=(Color& left, const Color& right)
|
||||
{
|
||||
@ -124,8 +110,6 @@ Color& operator +=(Color& left, const Color& right)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Operator *= overload to modulate a color
|
||||
////////////////////////////////////////////////////////////
|
||||
Color& operator *=(Color& left, const Color& right)
|
||||
{
|
||||
|
@ -35,16 +35,12 @@
|
||||
namespace sf
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Default constructor
|
||||
////////////////////////////////////////////////////////////
|
||||
RenderWindow::RenderWindow()
|
||||
{
|
||||
// Nothing to do
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Construct the window
|
||||
////////////////////////////////////////////////////////////
|
||||
RenderWindow::RenderWindow(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings)
|
||||
{
|
||||
@ -53,8 +49,6 @@ RenderWindow::RenderWindow(VideoMode mode, const std::string& title, unsigned lo
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Construct the window from an existing control
|
||||
////////////////////////////////////////////////////////////
|
||||
RenderWindow::RenderWindow(WindowHandle handle, const ContextSettings& settings)
|
||||
{
|
||||
@ -63,8 +57,6 @@ RenderWindow::RenderWindow(WindowHandle handle, const ContextSettings& settings)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Destructor
|
||||
////////////////////////////////////////////////////////////
|
||||
RenderWindow::~RenderWindow()
|
||||
{
|
||||
@ -72,8 +64,6 @@ RenderWindow::~RenderWindow()
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// /see RenderTarget::Activate
|
||||
////////////////////////////////////////////////////////////
|
||||
bool RenderWindow::Activate(bool active)
|
||||
{
|
||||
@ -82,8 +72,6 @@ bool RenderWindow::Activate(bool active)
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the width of the rendering region of the window
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int RenderWindow::GetWidth() const
|
||||
{
|
||||
@ -91,8 +79,6 @@ unsigned int RenderWindow::GetWidth() const
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Get the height of the rendering region of the window
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int RenderWindow::GetHeight() const
|
||||
{
|
||||
@ -100,8 +86,6 @@ unsigned int RenderWindow::GetHeight() const
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Called after the window has been created
|
||||
////////////////////////////////////////////////////////////
|
||||
void RenderWindow::OnCreate()
|
||||
{
|
||||
@ -110,8 +94,6 @@ void RenderWindow::OnCreate()
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// Called before the window has been displayed
|
||||
////////////////////////////////////////////////////////////
|
||||
void RenderWindow::OnDisplay()
|
||||
{
|
||||
|
@ -247,7 +247,7 @@ void ContextGLX::CreateContext(ContextGLX* shared, unsigned int bitsPerPixel, co
|
||||
GLXContext toShare = shared ? shared->myContext : NULL;
|
||||
|
||||
// Create the OpenGL context -- first try an OpenGL 3.0 context if it is requested
|
||||
while (mySettings.MajorVersion >= 3)
|
||||
while (!myContext && (mySettings.MajorVersion >= 3))
|
||||
{
|
||||
const GLubyte* name = reinterpret_cast<const GLubyte*>("glXCreateContextAttribsARB");
|
||||
PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = reinterpret_cast<PFNGLXCREATECONTEXTATTRIBSARBPROC>(glXGetProcAddress(name));
|
||||
|
@ -270,7 +270,7 @@ void ContextWGL::CreateContext(ContextWGL* shared, unsigned int bitsPerPixel, co
|
||||
HGLRC sharedContext = shared ? shared->myContext : NULL;
|
||||
|
||||
// Create the OpenGL context -- first try an OpenGL 3.0 context if it is requested
|
||||
while (mySettings.MajorVersion >= 3)
|
||||
while (!myContext && (mySettings.MajorVersion >= 3))
|
||||
{
|
||||
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = reinterpret_cast<PFNWGLCREATECONTEXTATTRIBSARBPROC>(wglGetProcAddress("wglCreateContextAttribsARB"));
|
||||
if (wglCreateContextAttribsARB)
|
||||
|
Loading…
Reference in New Issue
Block a user