/*************************************************************************/ /* context_gl_haiku.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef CONTEXT_GL_HAIKU_H #define CONTEXT_GL_HAIKU_H #if defined(OPENGL_ENABLED) || defined(LEGACYGL_ENABLED) #include "drivers/gl_context/context_gl.h" #include "haiku_direct_window.h" #include "haiku_gl_view.h" class ContextGL_Haiku : public ContextGL { private: HaikuGLView *view; HaikuDirectWindow *window; bool use_vsync; public: ContextGL_Haiku(HaikuDirectWindow *p_window); ~ContextGL_Haiku(); virtual Error initialize(); virtual void release_current(); virtual void make_current(); virtual void swap_buffers(); virtual int get_window_width(); virtual int get_window_height(); virtual void set_use_vsync(bool p_use); virtual bool is_using_vsync() const; }; #endif #endif