SFML/include/SFML/Window/Context.hpp

139 lines
4.6 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_CONTEXT_HPP
#define SFML_CONTEXT_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/System/NonCopyable.hpp>
namespace sf
{
namespace priv
{
class GlContext;
}
////////////////////////////////////////////////////////////
/// \brief Class holding a valid drawing context
///
////////////////////////////////////////////////////////////
class SFML_API Context : NonCopyable
{
public :
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// The constructor creates and activates the context
///
////////////////////////////////////////////////////////////
Context();
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// The desctructor deactivates and destroys the context
///
////////////////////////////////////////////////////////////
~Context();
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate explicitely the context
///
/// \param active True to activate, false to deactivate
///
////////////////////////////////////////////////////////////
void SetActive(bool active);
////////////////////////////////////////////////////////////
/// \brief Make the current thread's reference context active
///
/// This function is meant to be called internally; it is used
/// to deactivate the current context by activating another one
/// (so that we still have an active context on the current thread).
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
static bool SetReferenceActive();
private :
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::GlContext* myContext; ///< Internal OpenGL context
};
} // namespace sf
#endif // SFML_CONTEXT_HPP
////////////////////////////////////////////////////////////
/// \class sf::Context
/// \ingroup window
///
/// If you need to make OpenGL / graphics calls without
/// having an active window (like in a thread), you can use
/// an instance of this class to get a valid context.
///
/// Having a valid context is necessary for *every* OpenGL call,
/// and for most of the classes from the Graphics package.
///
/// Note that a context is only active in its current thread,
/// if you create a new thread it will have no valid context
/// by default.
///
/// To use a sf::Context instance, just construct it and let it
/// live as long as you need a valid context. No explicit activation
/// is needed, all it has to do is to exist. Its destructor
/// will take care of deactivating and freeing all the attached
/// resources.
///
/// Usage example:
/// \code
/// void ThreadFunction(void*)
/// {
/// sf::Context context;
/// // from now on, you have a valid context
///
/// // you can make OpenGL calls
/// glClear(GL_DEPTH_BUFFER_BIT);
///
/// // as well as using objects from the graphics package
/// sf::Image image;
/// image.LoadFromFile("image.png");
/// }
/// // the context is automatically deactivated and destroyed
/// // by the sf::Context destructor
/// \endcode
///
////////////////////////////////////////////////////////////