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123 lines
4.5 KiB
C++
123 lines
4.5 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Export.hpp>
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#include <memory>
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namespace sf
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{
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using ContextDestroyCallback = void (*)(void*);
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////////////////////////////////////////////////////////////
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/// \brief Base class for classes that require an OpenGL context
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///
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////////////////////////////////////////////////////////////
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class SFML_WINDOW_API GlResource
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{
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protected:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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GlResource();
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////////////////////////////////////////////////////////////
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/// \brief Register an OpenGL object to be destroyed when its containing context is destroyed
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///
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/// This is used for internal purposes in order to properly
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/// clean up OpenGL resources that cannot be shared between
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/// contexts.
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///
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/// \param object Object to be destroyed when its containing context is destroyed
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///
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////////////////////////////////////////////////////////////
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static void registerUnsharedGlObject(std::shared_ptr<void> object);
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////////////////////////////////////////////////////////////
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/// \brief Unregister an OpenGL object from its containing context
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///
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/// \param object Object to be unregistered
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///
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////////////////////////////////////////////////////////////
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static void unregisterUnsharedGlObject(std::shared_ptr<void> object);
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////////////////////////////////////////////////////////////
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/// \brief RAII helper class to temporarily lock an available context for use
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///
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////////////////////////////////////////////////////////////
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class SFML_WINDOW_API TransientContextLock
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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////////////////////////////////////////////////////////////
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TransientContextLock();
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~TransientContextLock();
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////////////////////////////////////////////////////////////
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/// \brief Deleted copy constructor
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///
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////////////////////////////////////////////////////////////
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TransientContextLock(const TransientContextLock&) = delete;
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////////////////////////////////////////////////////////////
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/// \brief Deleted copy assignment
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///
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////////////////////////////////////////////////////////////
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TransientContextLock& operator=(const TransientContextLock&) = delete;
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};
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private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::shared_ptr<void> m_sharedContext; //!< Shared context used to link all contexts together for resource sharing
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};
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} // namespace sf
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////////////////////////////////////////////////////////////
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/// \class sf::GlResource
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/// \ingroup window
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///
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/// This class is for internal use only, it must be the base
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/// of every class that requires a valid OpenGL context in
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/// order to work.
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///
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////////////////////////////////////////////////////////////
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