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openmw-tes3mp/components/sdlutil/sdlgraphicswindow.cpp

199 lines
4.4 KiB
C++

#include "sdlgraphicswindow.hpp"
#include <SDL_video.h>
namespace SDLUtil
{
GraphicsWindowSDL2::~GraphicsWindowSDL2()
{
close(true);
}
GraphicsWindowSDL2::GraphicsWindowSDL2(osg::GraphicsContext::Traits *traits)
: mWindow(0)
, mContext(0)
, mValid(false)
, mRealized(false)
, mOwnsWindow(false)
{
_traits = traits;
init();
if(valid())
{
setState(new osg::State);
getState()->setGraphicsContext(this);
if(_traits.valid() && _traits->sharedContext.valid())
{
getState()->setContextID(_traits->sharedContext->getState()->getContextID());
incrementContextIDUsageCount(getState()->getContextID());
}
else
{
getState()->setContextID(osg::GraphicsContext::createNewContextID());
}
}
}
bool GraphicsWindowSDL2::setWindowDecorationImplementation(bool flag)
{
if(!mWindow) return false;
SDL_SetWindowBordered(mWindow, flag ? SDL_TRUE : SDL_FALSE);
return true;
}
bool GraphicsWindowSDL2::setWindowRectangleImplementation(int x, int y, int width, int height)
{
if(!mWindow) return false;
SDL_SetWindowPosition(mWindow, x, y);
SDL_SetWindowSize(mWindow, width, height);
return true;
}
void GraphicsWindowSDL2::setWindowName(const std::string &name)
{
if(!mWindow) return;
SDL_SetWindowTitle(mWindow, name.c_str());
_traits->windowName = name;
}
void GraphicsWindowSDL2::setCursor(MouseCursor mouseCursor)
{
_traits->useCursor = false;
}
void GraphicsWindowSDL2::init()
{
if(mValid) return;
if(!_traits.valid())
return;
WindowData *inheritedWindowData = dynamic_cast<WindowData*>(_traits->inheritedWindowData.get());
mWindow = inheritedWindowData ? inheritedWindowData->mWindow : NULL;
mOwnsWindow = (mWindow == 0);
if(mOwnsWindow)
{
OSG_FATAL<<"Error: No SDL window provided."<<std::endl;
return;
}
// SDL will change the current context when it creates a new one, so we
// have to get the current one to be able to restore it afterward.
SDL_Window *oldWin = SDL_GL_GetCurrentWindow();
SDL_GLContext oldCtx = SDL_GL_GetCurrentContext();
#if defined(OPENGL_ES) || defined(ANDROID)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#endif
mContext = SDL_GL_CreateContext(mWindow);
if(!mContext)
{
OSG_FATAL<< "Error: Unable to create OpenGL graphics context: "<<SDL_GetError() <<std::endl;
return;
}
SDL_GL_SetSwapInterval(_traits->vsync ? 1 : 0);
SDL_GL_MakeCurrent(oldWin, oldCtx);
mValid = true;
getEventQueue()->syncWindowRectangleWithGraphicsContext();
}
bool GraphicsWindowSDL2::realizeImplementation()
{
if(mRealized)
{
OSG_NOTICE<< "GraphicsWindowSDL2::realizeImplementation() Already realized" <<std::endl;
return true;
}
if(!mValid) init();
if(!mValid) return false;
SDL_ShowWindow(mWindow);
getEventQueue()->syncWindowRectangleWithGraphicsContext();
mRealized = true;
return true;
}
bool GraphicsWindowSDL2::makeCurrentImplementation()
{
if(!mRealized)
{
OSG_WARN<<"Warning: GraphicsWindow not realized, cannot do makeCurrent."<<std::endl;
return false;
}
return SDL_GL_MakeCurrent(mWindow, mContext)==0;
}
bool GraphicsWindowSDL2::releaseContextImplementation()
{
if(!mRealized)
{
OSG_WARN<< "Warning: GraphicsWindow not realized, cannot do releaseContext." <<std::endl;
return false;
}
return SDL_GL_MakeCurrent(NULL, NULL)==0;
}
void GraphicsWindowSDL2::closeImplementation()
{
if(mContext)
SDL_GL_DeleteContext(mContext);
mContext = NULL;
if(mWindow && mOwnsWindow)
SDL_DestroyWindow(mWindow);
mWindow = NULL;
mValid = false;
mRealized = false;
}
void GraphicsWindowSDL2::swapBuffersImplementation()
{
if(!mRealized) return;
SDL_GL_SwapWindow(mWindow);
}
void GraphicsWindowSDL2::setSyncToVBlank(bool on)
{
SDL_Window *oldWin = SDL_GL_GetCurrentWindow();
SDL_GLContext oldCtx = SDL_GL_GetCurrentContext();
SDL_GL_MakeCurrent(mWindow, mContext);
SDL_GL_SetSwapInterval(on ? 1 : 0);
SDL_GL_MakeCurrent(oldWin, oldCtx);
}
void GraphicsWindowSDL2::raiseWindow()
{
SDL_RaiseWindow(mWindow);
}
}