a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
87 lines
3.0 KiB
C++
87 lines
3.0 KiB
C++
/*************************************************************************/
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/* context_egl_uwp.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CONTEXT_EGL_UWP_H
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#define CONTEXT_EGL_UWP_H
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#include <wrl.h>
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#include <EGL/egl.h>
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#include "core/error_list.h"
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#include "core/os/os.h"
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using namespace Windows::UI::Core;
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class ContextEGL_UWP {
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public:
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enum Driver {
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GLES_2_0,
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GLES_3_0,
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};
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private:
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CoreWindow ^ window;
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EGLDisplay mEglDisplay;
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EGLContext mEglContext;
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EGLSurface mEglSurface;
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EGLint width;
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EGLint height;
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bool vsync;
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Driver driver;
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public:
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void release_current();
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void make_current();
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int get_window_width();
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int get_window_height();
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void swap_buffers();
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void set_use_vsync(bool use) { vsync = use; }
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bool is_using_vsync() const { return vsync; }
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Error initialize();
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void reset();
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void cleanup();
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ContextEGL_UWP(CoreWindow ^ p_window, Driver p_driver);
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~ContextEGL_UWP();
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};
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#endif // CONTEXT_EGL_UWP_H
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