9e4315bb50
This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
139 lines
4.9 KiB
C++
139 lines
4.9 KiB
C++
/**************************************************************************/
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/* gl_manager_x11.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GL_MANAGER_X11_H
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#define GL_MANAGER_X11_H
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#if defined(X11_ENABLED) && defined(GLES3_ENABLED)
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#include "core/os/os.h"
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#include "core/templates/local_vector.h"
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#include "servers/display_server.h"
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#ifdef SOWRAP_ENABLED
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#include "dynwrappers/xlib-so_wrap.h"
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#include "dynwrappers/xext-so_wrap.h"
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#include "dynwrappers/xrender-so_wrap.h"
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#else
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#include <X11/XKBlib.h>
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/extensions/Xext.h>
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#include <X11/extensions/Xrender.h>
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#include <X11/extensions/shape.h>
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#endif
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struct GLManager_X11_Private;
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class GLManager_X11 {
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public:
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enum ContextType {
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GLES_3_0_COMPATIBLE,
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};
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private:
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// any data specific to the window
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struct GLWindow {
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bool in_use = false;
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// the external ID .. should match the GL window number .. unused I think
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DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
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int width = 0;
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int height = 0;
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::Window x11_window;
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int gldisplay_id = 0;
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};
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struct GLDisplay {
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GLDisplay() { context = nullptr; }
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~GLDisplay();
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GLManager_X11_Private *context = nullptr;
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::Display *x11_display;
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XVisualInfo x_vi;
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};
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// just for convenience, window and display struct
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struct XWinDisp {
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::Window x11_window;
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::Display *x11_display;
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} _x_windisp;
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LocalVector<GLWindow> _windows;
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LocalVector<GLDisplay> _displays;
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GLWindow *_current_window = nullptr;
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void _internal_set_current_window(GLWindow *p_win);
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GLWindow &get_window(unsigned int id) { return _windows[id]; }
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const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
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const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
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const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
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bool double_buffer;
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bool direct_render;
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int glx_minor, glx_major;
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bool use_vsync;
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ContextType context_type;
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private:
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int _find_or_create_display(Display *p_x11_display);
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Error _create_context(GLDisplay &gl_display);
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public:
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XVisualInfo get_vi(Display *p_display, Error &r_error);
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Error window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height);
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void window_destroy(DisplayServer::WindowID p_window_id);
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void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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void release_current();
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void make_current();
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void swap_buffers();
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void window_make_current(DisplayServer::WindowID p_window_id);
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Error initialize(Display *p_display);
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void set_use_vsync(bool p_use);
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bool is_using_vsync() const;
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void *get_glx_context(DisplayServer::WindowID p_window_id);
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GLManager_X11(const Vector2i &p_size, ContextType p_context_type);
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~GLManager_X11();
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};
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#endif // X11_ENABLED && GLES3_ENABLED
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#endif // GL_MANAGER_X11_H
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