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0444781a4b
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1535 4e206d99-4929-0410-ac5d-dfc041789085
139 lines
4.6 KiB
C++
139 lines
4.6 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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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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#ifndef SFML_CONTEXT_HPP
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#define SFML_CONTEXT_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Config.hpp>
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#include <SFML/System/NonCopyable.hpp>
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namespace sf
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{
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namespace priv
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{
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class GlContext;
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}
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////////////////////////////////////////////////////////////
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/// \brief Class holding a valid drawing context
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///
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////////////////////////////////////////////////////////////
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class SFML_API Context : NonCopyable
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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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/// The constructor creates and activates the context
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///
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////////////////////////////////////////////////////////////
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Context();
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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/// The desctructor deactivates and destroys the context
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///
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////////////////////////////////////////////////////////////
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~Context();
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate explicitely the context
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///
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/// \param active True to activate, false to deactivate
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///
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////////////////////////////////////////////////////////////
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void SetActive(bool active);
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////////////////////////////////////////////////////////////
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/// \brief Make the current thread's reference context active
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///
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/// This function is meant to be called internally; it is used
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/// to deactivate the current context by activating another one
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/// (so that we still have an active context on the current thread).
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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static bool SetReferenceActive();
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private :
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::GlContext* myContext; ///< Internal OpenGL context
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};
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} // namespace sf
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#endif // SFML_CONTEXT_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Context
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/// \ingroup window
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///
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/// If you need to make OpenGL / graphics calls without
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/// having an active window (like in a thread), you can use
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/// an instance of this class to get a valid context.
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///
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/// Having a valid context is necessary for *every* OpenGL call,
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/// and for most of the classes from the Graphics package.
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///
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/// Note that a context is only active in its current thread,
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/// if you create a new thread it will have no valid context
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/// by default.
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///
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/// To use a sf::Context instance, just construct it and let it
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/// live as long as you need a valid context. No explicit activation
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/// is needed, all it has to do is to exist. Its destructor
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/// will take care of deactivating and freeing all the attached
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/// resources.
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///
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/// Usage example:
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/// \code
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/// void ThreadFunction(void*)
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/// {
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/// sf::Context context;
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/// // from now on, you have a valid context
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///
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/// // you can make OpenGL calls
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/// glClear(GL_DEPTH_BUFFER_BIT);
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///
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/// // as well as using objects from the graphics package
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/// sf::Image image;
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/// image.LoadFromFile("image.png");
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/// }
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/// // the context is automatically deactivated and destroyed
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/// // by the sf::Context destructor
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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