Enable support for unity builds

This commit is contained in:
Vittorio Romeo 2021-04-14 02:59:13 +01:00 committed by Lukas Dürrenberger
parent 47a4e88704
commit f162b3a037
16 changed files with 839 additions and 692 deletions

View File

@ -21,6 +21,8 @@ jobs:
- { name: Static, flags: -DBUILD_SHARED_LIBS=FALSE }
include:
- platform: { name: Windows VS2019, os: windows-latest }
config: { name: Unity, flags: -DBUILD_SHARED_LIBS=TRUE -DCMAKE_UNITY_BUILD=ON }
- platform: { name: MacOS XCode, os: macos-latest }
config: { name: Frameworks, flags: -DSFML_BUILD_FRAMEWORKS=TRUE }
- platform: { name: MacOS XCode, os: macos-latest }

View File

@ -7,8 +7,8 @@
#include <iostream>
const sf::Uint8 audioData = 1;
const sf::Uint8 endOfStream = 2;
const sf::Uint8 clientAudioData = 1;
const sf::Uint8 clientEndOfStream = 2;
////////////////////////////////////////////////////////////
@ -71,7 +71,7 @@ private:
{
// Pack the audio samples into a network packet
sf::Packet packet;
packet << audioData;
packet << clientAudioData;
packet.append(samples, sampleCount * sizeof(sf::Int16));
// Send the audio packet to the server
@ -86,7 +86,7 @@ private:
{
// Send a "end-of-stream" packet
sf::Packet packet;
packet << endOfStream;
packet << clientEndOfStream;
m_socket.send(packet);
// Close the socket

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@ -9,8 +9,8 @@
#include <iterator>
const sf::Uint8 audioData = 1;
const sf::Uint8 endOfStream = 2;
const sf::Uint8 serverAudioData = 1;
const sf::Uint8 serverEndOfStream = 2;
////////////////////////////////////////////////////////////
@ -123,7 +123,7 @@ private:
sf::Uint8 id;
packet >> id;
if (id == audioData)
if (id == serverAudioData)
{
// Extract audio samples from the packet, and append it to our samples buffer
const sf::Int16* samples = reinterpret_cast<const sf::Int16*>(static_cast<const char*>(packet.getData()) + 1);
@ -136,7 +136,7 @@ private:
std::copy(samples, samples + sampleCount, std::back_inserter(m_samples));
}
}
else if (id == endOfStream)
else if (id == serverEndOfStream)
{
// End of stream reached: we stop receiving audio data
std::cout << "Audio data has been 100% received!" << std::endl;

View File

@ -25,11 +25,18 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#define SF_GLAD_GL_IMPLEMENTATION
#include <SFML/Graphics/GLExtensions.hpp>
#include <SFML/Window/Context.hpp>
#include <SFML/System/Err.hpp>
// We check for this definition in order to avoid multiple definitions of GLAD
// entities during unity builds of SFML.
#ifndef SF_GLAD_GL_IMPLEMENTATION_INCLUDED
#define SF_GLAD_GL_IMPLEMENTATION_INCLUDED
#define SF_GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#endif
#if !defined(GL_MAJOR_VERSION)
#define GL_MAJOR_VERSION 0x821B
#endif

View File

@ -51,6 +51,9 @@
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace RenderTargetImpl
{
// Mutex to protect ID generation and our context-RenderTarget-map
sf::Mutex mutex;
@ -143,6 +146,7 @@ namespace
return GLEXT_GL_FUNC_ADD;
}
}
}
namespace sf
@ -167,7 +171,7 @@ RenderTarget::~RenderTarget()
////////////////////////////////////////////////////////////
void RenderTarget::clear(const Color& color)
{
if (isActive(m_id) || setActive(true))
if (RenderTargetImpl::isActive(m_id) || setActive(true))
{
// Unbind texture to fix RenderTexture preventing clear
applyTexture(NULL);
@ -282,7 +286,7 @@ void RenderTarget::draw(const Vertex* vertices, std::size_t vertexCount,
}
#endif
if (isActive(m_id) || setActive(true))
if (RenderTargetImpl::isActive(m_id) || setActive(true))
{
// Check if the vertex count is low enough so that we can pre-transform them
bool useVertexCache = (vertexCount <= StatesCache::VertexCacheSize);
@ -382,7 +386,7 @@ void RenderTarget::draw(const VertexBuffer& vertexBuffer, std::size_t firstVerte
}
#endif
if (isActive(m_id) || setActive(true))
if (RenderTargetImpl::isActive(m_id) || setActive(true))
{
setupDraw(false, states);
@ -424,11 +428,12 @@ bool RenderTarget::setActive(bool active)
{
// Mark this RenderTarget as active or no longer active in the tracking map
{
sf::Lock lock(mutex);
sf::Lock lock(RenderTargetImpl::mutex);
Uint64 contextId = Context::getActiveContextId();
ContextRenderTargetMap::iterator iter = contextRenderTargetMap.find(contextId);
using RenderTargetImpl::contextRenderTargetMap;
RenderTargetImpl::ContextRenderTargetMap::iterator iter = contextRenderTargetMap.find(contextId);
if (active)
{
@ -462,7 +467,7 @@ bool RenderTarget::setActive(bool active)
////////////////////////////////////////////////////////////
void RenderTarget::pushGLStates()
{
if (isActive(m_id) || setActive(true))
if (RenderTargetImpl::isActive(m_id) || setActive(true))
{
#ifdef SFML_DEBUG
// make sure that the user didn't leave an unchecked OpenGL error
@ -494,7 +499,7 @@ void RenderTarget::pushGLStates()
////////////////////////////////////////////////////////////
void RenderTarget::popGLStates()
{
if (isActive(m_id) || setActive(true))
if (RenderTargetImpl::isActive(m_id) || setActive(true))
{
glCheck(glMatrixMode(GL_PROJECTION));
glCheck(glPopMatrix());
@ -523,7 +528,7 @@ void RenderTarget::resetGLStates()
setActive(false);
#endif
if (isActive(m_id) || setActive(true))
if (RenderTargetImpl::isActive(m_id) || setActive(true))
{
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
@ -582,7 +587,7 @@ void RenderTarget::initialize()
// Generate a unique ID for this RenderTarget to track
// whether it is active within a specific context
m_id = getUniqueId();
m_id = RenderTargetImpl::getUniqueId();
}
@ -608,6 +613,9 @@ void RenderTarget::applyCurrentView()
////////////////////////////////////////////////////////////
void RenderTarget::applyBlendMode(const BlendMode& mode)
{
using RenderTargetImpl::factorToGlConstant;
using RenderTargetImpl::equationToGlConstant;
// Apply the blend mode, falling back to the non-separate versions if necessary
if (GLEXT_blend_func_separate)
{

View File

@ -39,6 +39,9 @@
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace TextureImpl
{
sf::Mutex idMutex;
sf::Mutex maximumSizeMutex;
@ -54,6 +57,7 @@ namespace
return id++;
}
}
}
namespace sf
@ -69,7 +73,7 @@ m_isRepeated (false),
m_pixelsFlipped(false),
m_fboAttachment(false),
m_hasMipmap (false),
m_cacheId (getUniqueId())
m_cacheId (TextureImpl::getUniqueId())
{
}
@ -85,7 +89,7 @@ m_isRepeated (copy.m_isRepeated),
m_pixelsFlipped(false),
m_fboAttachment(false),
m_hasMipmap (false),
m_cacheId (getUniqueId())
m_cacheId (TextureImpl::getUniqueId())
{
if (copy.m_texture)
{
@ -206,7 +210,7 @@ bool Texture::create(unsigned int width, unsigned int height)
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_isRepeated ? GL_REPEAT : (textureEdgeClamp ? GLEXT_GL_CLAMP_TO_EDGE : GLEXT_GL_CLAMP)));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_cacheId = getUniqueId();
m_cacheId = TextureImpl::getUniqueId();
m_hasMipmap = false;
@ -422,7 +426,7 @@ void Texture::update(const Uint8* pixels, unsigned int width, unsigned int heigh
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
m_pixelsFlipped = false;
m_cacheId = getUniqueId();
m_cacheId = TextureImpl::getUniqueId();
// Force an OpenGL flush, so that the texture data will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
@ -525,7 +529,7 @@ void Texture::update(const Texture& texture, unsigned int x, unsigned int y)
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
m_pixelsFlipped = false;
m_cacheId = getUniqueId();
m_cacheId = TextureImpl::getUniqueId();
// Force an OpenGL flush, so that the texture data will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
@ -581,7 +585,7 @@ void Texture::update(const Window& window, unsigned int x, unsigned int y)
glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_isSmooth ? GL_LINEAR : GL_NEAREST));
m_hasMipmap = false;
m_pixelsFlipped = true;
m_cacheId = getUniqueId();
m_cacheId = TextureImpl::getUniqueId();
// Force an OpenGL flush, so that the texture will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
@ -790,7 +794,7 @@ void Texture::bind(const Texture* texture, CoordinateType coordinateType)
////////////////////////////////////////////////////////////
unsigned int Texture::getMaximumSize()
{
Lock lock(maximumSizeMutex);
Lock lock(TextureImpl::maximumSizeMutex);
static bool checked = false;
static GLint size = 0;
@ -832,8 +836,8 @@ void Texture::swap(Texture& right)
std::swap(m_fboAttachment, right.m_fboAttachment);
std::swap(m_hasMipmap, right.m_hasMipmap);
m_cacheId = getUniqueId();
right.m_cacheId = getUniqueId();
m_cacheId = TextureImpl::getUniqueId();
right.m_cacheId = TextureImpl::getUniqueId();
}

View File

@ -35,6 +35,9 @@
#include <cstring>
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace VertexBufferImpl
{
sf::Mutex isAvailableMutex;
@ -48,6 +51,7 @@ namespace
}
}
}
}
namespace sf
@ -143,7 +147,7 @@ bool VertexBuffer::create(std::size_t vertexCount)
}
glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, m_buffer));
glCheck(GLEXT_glBufferData(GLEXT_GL_ARRAY_BUFFER, sizeof(Vertex) * vertexCount, 0, usageToGlEnum(m_usage)));
glCheck(GLEXT_glBufferData(GLEXT_GL_ARRAY_BUFFER, sizeof(Vertex) * vertexCount, 0, VertexBufferImpl::usageToGlEnum(m_usage)));
glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, 0));
m_size = vertexCount;
@ -186,7 +190,7 @@ bool VertexBuffer::update(const Vertex* vertices, std::size_t vertexCount, unsig
// Check if we need to resize or orphan the buffer
if (vertexCount >= m_size)
{
glCheck(GLEXT_glBufferData(GLEXT_GL_ARRAY_BUFFER, sizeof(Vertex) * vertexCount, 0, usageToGlEnum(m_usage)));
glCheck(GLEXT_glBufferData(GLEXT_GL_ARRAY_BUFFER, sizeof(Vertex) * vertexCount, 0, VertexBufferImpl::usageToGlEnum(m_usage)));
m_size = vertexCount;
}
@ -230,7 +234,7 @@ bool VertexBuffer::update(const VertexBuffer& vertexBuffer)
}
glCheck(GLEXT_glBindBuffer(GLEXT_GL_ARRAY_BUFFER, m_buffer));
glCheck(GLEXT_glBufferData(GLEXT_GL_ARRAY_BUFFER, sizeof(Vertex) * vertexBuffer.m_size, 0, usageToGlEnum(m_usage)));
glCheck(GLEXT_glBufferData(GLEXT_GL_ARRAY_BUFFER, sizeof(Vertex) * vertexBuffer.m_size, 0, VertexBufferImpl::usageToGlEnum(m_usage)));
void* destination = 0;
glCheck(destination = GLEXT_glMapBuffer(GLEXT_GL_ARRAY_BUFFER, GLEXT_GL_WRITE_ONLY));
@ -332,7 +336,7 @@ VertexBuffer::Usage VertexBuffer::getUsage() const
////////////////////////////////////////////////////////////
bool VertexBuffer::isAvailable()
{
Lock lock(isAvailableMutex);
Lock lock(VertexBufferImpl::isAvailableMutex);
static bool checked = false;
static bool available = false;

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@ -32,9 +32,13 @@
namespace
{
// This per-thread variable holds the last activated sf::Context for each thread
// A nested named namespace is used here to allow unity builds of SFML.
namespace ContextImpl
{
// This per-thread variable holds the current context for each thread
sf::ThreadLocalPtr<sf::Context> currentContext(NULL);
}
}
namespace sf
{
@ -60,7 +64,7 @@ bool Context::setActive(bool active)
bool result = m_context->setActive(active);
if (result)
currentContext = (active ? this : NULL);
ContextImpl::currentContext = (active ? this : NULL);
return result;
}
@ -76,6 +80,8 @@ const ContextSettings& Context::getSettings() const
////////////////////////////////////////////////////////////
const Context* Context::getActiveContext()
{
using ContextImpl::currentContext;
// We have to check that the last activated sf::Context is still active (a RenderTarget activation may have deactivated it)
if (currentContext && currentContext->m_context == priv::GlContext::getActiveContext())
return currentContext;

View File

@ -39,10 +39,18 @@
#include <X11/Xlib.h>
#endif
// We check for this definition in order to avoid multiple definitions of GLAD
// entities during unity builds of SFML.
#ifndef SF_GLAD_EGL_IMPLEMENTATION_INCLUDED
#define SF_GLAD_EGL_IMPLEMENTATION_INCLUDED
#define SF_GLAD_EGL_IMPLEMENTATION
#include <glad/egl.h>
#endif
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace EglContextImpl
{
EGLDisplay getInitializedDisplay()
{
@ -85,6 +93,7 @@ namespace
}
}
}
}
namespace sf
@ -98,10 +107,10 @@ m_context (EGL_NO_CONTEXT),
m_surface (EGL_NO_SURFACE),
m_config (NULL)
{
ensureInit();
EglContextImpl::ensureInit();
// Get the initialized EGL display
m_display = getInitializedDisplay();
m_display = EglContextImpl::getInitializedDisplay();
// Get the best EGL config matching the default video settings
m_config = getBestConfig(m_display, VideoMode::getDesktopMode().bitsPerPixel, ContextSettings());
@ -129,7 +138,7 @@ m_context (EGL_NO_CONTEXT),
m_surface (EGL_NO_SURFACE),
m_config (NULL)
{
ensureInit();
EglContextImpl::ensureInit();
#ifdef SFML_SYSTEM_ANDROID
@ -142,7 +151,7 @@ m_config (NULL)
#endif
// Get the initialized EGL display
m_display = getInitializedDisplay();
m_display = EglContextImpl::getInitializedDisplay();
// Get the best EGL config matching the requested video settings
m_config = getBestConfig(m_display, bitsPerPixel, settings);
@ -166,7 +175,7 @@ m_context (EGL_NO_CONTEXT),
m_surface (EGL_NO_SURFACE),
m_config (NULL)
{
ensureInit();
EglContextImpl::ensureInit();
}
@ -202,7 +211,7 @@ EglContext::~EglContext()
////////////////////////////////////////////////////////////
GlFunctionPointer EglContext::getFunction(const char* name)
{
ensureInit();
EglContextImpl::ensureInit();
return reinterpret_cast<GlFunctionPointer>(eglGetProcAddress(name));
}
@ -288,7 +297,7 @@ void EglContext::destroySurface()
////////////////////////////////////////////////////////////
EGLConfig EglContext::getBestConfig(EGLDisplay display, unsigned int bitsPerPixel, const ContextSettings& settings)
{
ensureInit();
EglContextImpl::ensureInit();
// Set our video settings constraint
const EGLint attributes[] = {
@ -352,10 +361,10 @@ void EglContext::updateSettings()
////////////////////////////////////////////////////////////
XVisualInfo EglContext::selectBestVisual(::Display* XDisplay, unsigned int bitsPerPixel, const ContextSettings& settings)
{
ensureInit();
EglContextImpl::ensureInit();
// Get the initialized EGL display
EGLDisplay display = getInitializedDisplay();
EGLDisplay display = EglContextImpl::getInitializedDisplay();
// Get the best EGL config matching the default video settings
EGLConfig config = getBestConfig(display, bitsPerPixel, settings);

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@ -148,6 +148,9 @@
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace GlContextImpl
{
// AMD drivers have issues with internal synchronization
// We need to make sure that no operating system context
@ -303,6 +306,7 @@ namespace
return false;
}
}
}
namespace sf
@ -312,6 +316,12 @@ namespace priv
////////////////////////////////////////////////////////////
void GlContext::initResource()
{
using GlContextImpl::mutex;
using GlContextImpl::resourceCount;
using GlContextImpl::currentContext;
using GlContextImpl::sharedContext;
using GlContextImpl::loadExtensions;
// Protect from concurrent access
Lock lock(mutex);
@ -345,6 +355,10 @@ void GlContext::initResource()
////////////////////////////////////////////////////////////
void GlContext::cleanupResource()
{
using GlContextImpl::mutex;
using GlContextImpl::resourceCount;
using GlContextImpl::sharedContext;
// Protect from concurrent access
Lock lock(mutex);
@ -367,13 +381,17 @@ void GlContext::cleanupResource()
////////////////////////////////////////////////////////////
void GlContext::registerContextDestroyCallback(ContextDestroyCallback callback, void* arg)
{
contextDestroyCallbacks.insert(std::make_pair(callback, arg));
GlContextImpl::contextDestroyCallbacks.insert(std::make_pair(callback, arg));
}
////////////////////////////////////////////////////////////
void GlContext::acquireTransientContext()
{
using GlContextImpl::mutex;
using GlContextImpl::TransientContext;
using GlContextImpl::transientContext;
// Protect from concurrent access
Lock lock(mutex);
@ -390,6 +408,9 @@ void GlContext::acquireTransientContext()
////////////////////////////////////////////////////////////
void GlContext::releaseTransientContext()
{
using GlContextImpl::mutex;
using GlContextImpl::transientContext;
// Protect from concurrent access
Lock lock(mutex);
@ -412,6 +433,9 @@ void GlContext::releaseTransientContext()
////////////////////////////////////////////////////////////
GlContext* GlContext::create()
{
using GlContextImpl::mutex;
using GlContextImpl::sharedContext;
// Make sure that there's an active context (context creation may need extensions, and thus a valid context)
assert(sharedContext != NULL);
@ -440,6 +464,11 @@ GlContext* GlContext::create()
////////////////////////////////////////////////////////////
GlContext* GlContext::create(const ContextSettings& settings, const WindowImpl* owner, unsigned int bitsPerPixel)
{
using GlContextImpl::mutex;
using GlContextImpl::resourceCount;
using GlContextImpl::sharedContext;
using GlContextImpl::loadExtensions;
// Make sure that there's an active context (context creation may need extensions, and thus a valid context)
assert(sharedContext != NULL);
@ -488,6 +517,11 @@ GlContext* GlContext::create(const ContextSettings& settings, const WindowImpl*
////////////////////////////////////////////////////////////
GlContext* GlContext::create(const ContextSettings& settings, unsigned int width, unsigned int height)
{
using GlContextImpl::mutex;
using GlContextImpl::resourceCount;
using GlContextImpl::sharedContext;
using GlContextImpl::loadExtensions;
// Make sure that there's an active context (context creation may need extensions, and thus a valid context)
assert(sharedContext != NULL);
@ -536,6 +570,7 @@ GlContext* GlContext::create(const ContextSettings& settings, unsigned int width
////////////////////////////////////////////////////////////
bool GlContext::isExtensionAvailable(const char* name)
{
using GlContextImpl::extensions;
return std::find(extensions.begin(), extensions.end(), name) != extensions.end();
}
@ -543,7 +578,7 @@ bool GlContext::isExtensionAvailable(const char* name)
////////////////////////////////////////////////////////////
GlFunctionPointer GlContext::getFunction(const char* name)
{
Lock lock(mutex);
Lock lock(GlContextImpl::mutex);
return ContextType::getFunction(name);
}
@ -552,6 +587,7 @@ GlFunctionPointer GlContext::getFunction(const char* name)
////////////////////////////////////////////////////////////
const GlContext* GlContext::getActiveContext()
{
using GlContextImpl::currentContext;
return currentContext;
}
@ -559,6 +595,7 @@ const GlContext* GlContext::getActiveContext()
////////////////////////////////////////////////////////////
Uint64 GlContext::getActiveContextId()
{
using GlContextImpl::currentContext;
return currentContext ? currentContext->m_id : 0;
}
@ -566,6 +603,9 @@ Uint64 GlContext::getActiveContextId()
////////////////////////////////////////////////////////////
GlContext::~GlContext()
{
using GlContextImpl::currentContext;
using GlContextImpl::sharedContext;
// Deactivate the context before killing it, unless we're inside Cleanup()
if (sharedContext)
{
@ -585,6 +625,10 @@ const ContextSettings& GlContext::getSettings() const
////////////////////////////////////////////////////////////
bool GlContext::setActive(bool active)
{
using GlContextImpl::mutex;
using GlContextImpl::currentContext;
using GlContextImpl::sharedContext;
if (active)
{
if (this != currentContext)
@ -637,7 +681,7 @@ bool GlContext::setActive(bool active)
////////////////////////////////////////////////////////////
GlContext::GlContext() :
m_id(id++)
m_id(GlContextImpl::id++)
{
// Nothing to do
}
@ -675,6 +719,10 @@ int GlContext::evaluateFormat(unsigned int bitsPerPixel, const ContextSettings&
////////////////////////////////////////////////////////////
void GlContext::cleanupUnsharedResources()
{
using GlContextImpl::currentContext;
using GlContextImpl::ContextDestroyCallbacks;
using GlContextImpl::contextDestroyCallbacks;
// Save the current context so we can restore it later
GlContext* contextToRestore = currentContext;
@ -742,6 +790,8 @@ void GlContext::initialize(const ContextSettings& requestedSettings)
// OpenGL ES Full profile: The beginning of the returned string is "OpenGL ES major.minor"
// Desktop OpenGL: The beginning of the returned string is "major.minor"
using GlContextImpl::parseVersionString;
if (!parseVersionString(version, "OpenGL ES-CL ", m_settings.majorVersion, m_settings.minorVersion) &&
!parseVersionString(version, "OpenGL ES-CM ", m_settings.majorVersion, m_settings.minorVersion) &&
!parseVersionString(version, "OpenGL ES ", m_settings.majorVersion, m_settings.minorVersion) &&

View File

@ -25,7 +25,6 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#define SF_GLAD_GLX_IMPLEMENTATION
#include <SFML/Window/Unix/WindowImplX11.hpp> // important to be included first (conflict with None)
#include <SFML/Window/Unix/GlxContext.hpp>
#include <SFML/Window/Unix/Display.hpp>
@ -34,6 +33,14 @@
#include <SFML/System/Err.hpp>
#include <vector>
// We check for this definition in order to avoid multiple definitions of GLAD
// entities during unity builds of SFML.
#ifndef SF_GLAD_GLX_IMPLEMENTATION_INCLUDED
#define SF_GLAD_GLX_IMPLEMENTATION_INCLUDED
#define SF_GLAD_GLX_IMPLEMENTATION
#include <glad/glx.h>
#endif
#if !defined(GLX_DEBUGGING) && defined(SFML_DEBUG)
// Enable this to print messages to err() everytime GLX produces errors
//#define GLX_DEBUGGING

View File

@ -61,6 +61,9 @@
// Private data
////////////////////////////////////////////////////////////
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace WindowsImplX11Impl
{
sf::priv::WindowImplX11* fullscreenWindow = NULL;
std::vector<sf::priv::WindowImplX11*> allWindows;
@ -473,6 +476,7 @@ namespace
return sf::Keyboard::Unknown;
}
}
}
namespace sf
@ -500,6 +504,8 @@ m_iconPixmap (0),
m_iconMaskPixmap (0),
m_lastInputTime (0)
{
using namespace WindowsImplX11Impl;
// Open a connection with the X server
m_display = OpenDisplay();
@ -549,6 +555,8 @@ m_iconPixmap (0),
m_iconMaskPixmap (0),
m_lastInputTime (0)
{
using namespace WindowsImplX11Impl;
// Open a connection with the X server
m_display = OpenDisplay();
@ -755,6 +763,8 @@ m_lastInputTime (0)
////////////////////////////////////////////////////////////
WindowImplX11::~WindowImplX11()
{
using namespace WindowsImplX11Impl;
// Cleanup graphical resources
cleanup();
@ -804,6 +814,8 @@ WindowHandle WindowImplX11::getSystemHandle() const
////////////////////////////////////////////////////////////
void WindowImplX11::processEvents()
{
using namespace WindowsImplX11Impl;
XEvent event;
// Pick out the events that are interesting for this window
@ -826,6 +838,8 @@ void WindowImplX11::processEvents()
////////////////////////////////////////////////////////////
Vector2i WindowImplX11::getPosition() const
{
using namespace WindowsImplX11Impl;
// Get absolute position of our window relative to root window. This
// takes into account all information that X11 has, including X11
// border widths and any decorations. It corresponds to where the
@ -1119,6 +1133,8 @@ void WindowImplX11::setMouseCursor(const CursorImpl& cursor)
////////////////////////////////////////////////////////////
void WindowImplX11::setMouseCursorGrabbed(bool grabbed)
{
using namespace WindowsImplX11Impl;
// This has no effect in fullscreen mode
if (m_fullscreen || (m_cursorGrabbed == grabbed))
return;
@ -1162,6 +1178,8 @@ void WindowImplX11::setKeyRepeatEnabled(bool enabled)
////////////////////////////////////////////////////////////
void WindowImplX11::requestFocus()
{
using namespace WindowsImplX11Impl;
// Focus is only stolen among SFML windows, not between applications
// Check the global list of windows to find out whether an SFML window has the focus
// Note: can't handle console and other non-SFML windows belonging to the application.
@ -1226,6 +1244,8 @@ bool WindowImplX11::hasFocus() const
////////////////////////////////////////////////////////////
void WindowImplX11::grabFocus()
{
using namespace WindowsImplX11Impl;
Atom netActiveWindow = None;
if (ewmhSupported())
@ -1275,6 +1295,8 @@ void WindowImplX11::grabFocus()
////////////////////////////////////////////////////////////
void WindowImplX11::setVideoMode(const VideoMode& mode)
{
using namespace WindowsImplX11Impl;
// Skip mode switching if the new mode is equal to the desktop mode
if (mode == VideoMode::getDesktopMode())
return;
@ -1379,6 +1401,8 @@ void WindowImplX11::setVideoMode(const VideoMode& mode)
////////////////////////////////////////////////////////////
void WindowImplX11::resetVideoMode()
{
using namespace WindowsImplX11Impl;
if (fullscreenWindow == this)
{
// Try to set old configuration
@ -1441,6 +1465,8 @@ void WindowImplX11::resetVideoMode()
////////////////////////////////////////////////////////////
void WindowImplX11::switchToFullscreen()
{
using namespace WindowsImplX11Impl;
grabFocus();
if (ewmhSupported())
@ -1497,6 +1523,8 @@ void WindowImplX11::switchToFullscreen()
////////////////////////////////////////////////////////////
void WindowImplX11::setProtocols()
{
using namespace WindowsImplX11Impl;
Atom wmProtocols = getAtom("WM_PROTOCOLS");
Atom wmDeleteWindow = getAtom("WM_DELETE_WINDOW");
@ -1563,6 +1591,8 @@ void WindowImplX11::setProtocols()
////////////////////////////////////////////////////////////
void WindowImplX11::initialize()
{
using namespace WindowsImplX11Impl;
// Create the input context
m_inputMethod = XOpenIM(m_display, NULL, NULL, NULL);
@ -1676,6 +1706,8 @@ void WindowImplX11::cleanup()
////////////////////////////////////////////////////////////
bool WindowImplX11::processEvent(XEvent& windowEvent)
{
using namespace WindowsImplX11Impl;
// This function implements a workaround to properly discard
// repeated key events when necessary. The problem is that the
// system's key events policy doesn't match SFML's one: X server will generate

View File

@ -26,7 +26,9 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Win32/VulkanImplWin32.hpp>
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#define VK_USE_PLATFORM_WIN32_KHR
#define VK_NO_PROTOTYPES

View File

@ -25,7 +25,6 @@
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#define SF_GLAD_WGL_IMPLEMENTATION
#include <SFML/Window/WindowImpl.hpp> // included first to avoid a warning about macro redefinition
#include <SFML/Window/Win32/WglContext.hpp>
#include <SFML/System/ThreadLocalPtr.hpp>
@ -35,8 +34,17 @@
#include <sstream>
#include <vector>
// We check for this definition in order to avoid multiple definitions of GLAD
// entities during unity builds of SFML.
#ifndef SF_GLAD_WGL_IMPLEMENTATION_INCLUDED
#define SF_GLAD_WGL_IMPLEMENTATION_INCLUDED
#define SF_GLAD_WGL_IMPLEMENTATION
#include <glad/wgl.h>
#endif
namespace
{
namespace WglContextImpl
{
// Some drivers are bugged and don't track the current HDC/HGLRC properly
// In order to deactivate successfully, we need to track it ourselves as well
@ -70,6 +78,7 @@ namespace
}
}
}
}
namespace sf
@ -101,7 +110,7 @@ m_deviceContext(NULL),
m_context (NULL),
m_ownsWindow (false)
{
ensureInit();
WglContextImpl::ensureInit();
// TODO: Delegate to the other constructor in C++11
@ -124,7 +133,7 @@ m_deviceContext(NULL),
m_context (NULL),
m_ownsWindow (false)
{
ensureInit();
WglContextImpl::ensureInit();
// Save the creation settings
m_settings = settings;
@ -145,7 +154,7 @@ m_deviceContext(NULL),
m_context (NULL),
m_ownsWindow (false)
{
ensureInit();
WglContextImpl::ensureInit();
// Save the creation settings
m_settings = settings;
@ -167,10 +176,10 @@ WglContext::~WglContext()
// Destroy the OpenGL context
if (m_context)
{
if (currentContext == this)
if (WglContextImpl::currentContext == this)
{
if (wglMakeCurrent(m_deviceContext, NULL) == TRUE)
currentContext = NULL;
WglContextImpl::currentContext = NULL;
}
wglDeleteContext(m_context);
@ -234,7 +243,7 @@ bool WglContext::makeCurrent(bool current)
return false;
}
currentContext = (current ? this : NULL);
WglContextImpl::currentContext = (current ? this : NULL);
return true;
}
@ -252,7 +261,7 @@ void WglContext::display()
void WglContext::setVerticalSyncEnabled(bool enabled)
{
// Make sure that extensions are initialized
ensureExtensionsInit(m_deviceContext);
WglContextImpl::ensureExtensionsInit(m_deviceContext);
if (SF_GLAD_WGL_EXT_swap_control)
{
@ -277,7 +286,7 @@ void WglContext::setVerticalSyncEnabled(bool enabled)
////////////////////////////////////////////////////////////
int WglContext::selectBestPixelFormat(HDC deviceContext, unsigned int bitsPerPixel, const ContextSettings& settings, bool pbuffer)
{
ensureInit();
WglContextImpl::ensureInit();
// Let's find a suitable pixel format -- first try with wglChoosePixelFormatARB
int bestFormat = 0;
@ -658,7 +667,7 @@ void WglContext::createContext(WglContext* shared)
static Mutex mutex;
Lock lock(mutex);
if (currentContext == shared)
if (WglContextImpl::currentContext == shared)
{
if (wglMakeCurrent(shared->m_deviceContext, NULL) == FALSE)
{
@ -666,7 +675,7 @@ void WglContext::createContext(WglContext* shared)
return;
}
currentContext = NULL;
WglContextImpl::currentContext = NULL;
}
}
@ -728,7 +737,7 @@ void WglContext::createContext(WglContext* shared)
static Mutex mutex;
Lock lock(mutex);
if (currentContext == shared)
if (WglContextImpl::currentContext == shared)
{
if (wglMakeCurrent(shared->m_deviceContext, NULL) == FALSE)
{
@ -736,7 +745,7 @@ void WglContext::createContext(WglContext* shared)
return;
}
currentContext = NULL;
WglContextImpl::currentContext = NULL;
}
if (wglShareLists(sharedContext, m_context) == FALSE)
@ -749,7 +758,7 @@ void WglContext::createContext(WglContext* shared)
if (!shared && m_context)
{
makeCurrent(true);
ensureExtensionsInit(m_deviceContext);
WglContextImpl::ensureExtensionsInit(m_deviceContext);
makeCurrent(false);
}
}

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@ -31,6 +31,9 @@
#ifdef _WIN32_WINNT
#undef _WIN32_WINNT
#endif
#ifdef WINVER
#undef WINVER
#endif
#define _WIN32_WINDOWS 0x0501
#define _WIN32_WINNT 0x0501
#define WINVER 0x0501

View File

@ -32,9 +32,13 @@
namespace
{
// A nested named namespace is used here to allow unity builds of SFML.
namespace WindowsBaseImpl
{
const sf::WindowBase* fullscreenWindow = NULL;
}
}
namespace sf
@ -366,14 +370,14 @@ void WindowBase::initialize()
////////////////////////////////////////////////////////////
const WindowBase* WindowBase::getFullscreenWindow()
{
return fullscreenWindow;
return WindowsBaseImpl::fullscreenWindow;
}
////////////////////////////////////////////////////////////
void WindowBase::setFullscreenWindow(const WindowBase* window)
{
fullscreenWindow = window;
WindowsBaseImpl::fullscreenWindow = window;
}
} // namespace sf