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/*
* Copyright (c) 2002 Light Weight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Light Weight Java Game Library' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* $Id$
*
* OSX rendering context management.
*
* @author Gregory Pierce <me@gregorypierce.com>
* @version $Revision$
*/
#ifndef _RENDERING_CONTEXT_H
#define _RENDERING_CONTEXT_H
#include "extgl.h"
#include <Carbon/Carbon.h>
#include <ApplicationServices/ApplicationServices.h>
class RenderingContext
{
public:
AGLContext aglContext;
WindowPtr windowPtr;
Rect rect;
RenderingContext();
~RenderingContext();
bool createDisplay( int width, int height, int bpp, int freq );
void destroyDisplay();
CGDirectDisplayID * enumerateDisplays();
CFArrayRef enumerateDisplayModes( CGDirectDisplayID display );
bool createGL( int colorBits, int alphaBits, int depthBits, int stencilBits );
void destroyGL();
void swap();
void makeContextCurrent();
void releaseContext();
};
extern RenderingContext * renderingContext;
#endif
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