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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
60 lines
2.3 KiB
C++
60 lines
2.3 KiB
C++
// Copyright (C) 2013-2015 Patryk Nadrowski
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_CONTEXT_MANAGER_H_INCLUDED
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#define IRR_I_CONTEXT_MANAGER_H_INCLUDED
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#include "SExposedVideoData.h"
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#include "SIrrCreationParameters.h"
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namespace irr
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{
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namespace video
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{
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// For system specific window contexts (used for OpenGL)
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class IContextManager : public virtual IReferenceCounted
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{
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public:
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//! Initialize manager with device creation parameters and device window (passed as exposed video data)
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virtual bool initialize(const SIrrlichtCreationParameters& params, const SExposedVideoData& data) =0;
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//! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
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virtual void terminate() =0;
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//! Create surface based on current window set
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virtual bool generateSurface() =0;
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//! Destroy current surface
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virtual void destroySurface() =0;
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//! Create context based on current surface
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virtual bool generateContext() =0;
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//! Destroy current context
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virtual void destroyContext() =0;
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//! Get current context
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virtual const SExposedVideoData& getContext() const =0;
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//! Change render context, disable old and activate new defined by videoData
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//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
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// When false: resets the context when videoData is set to 0 values.
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/** This is mostly used internally by IVideoDriver::beginScene().
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But if you want to switch threads which access your OpenGL driver you will have to
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call this function as follows:
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Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
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New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
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Note that only 1 thread at a time may access an OpenGL context. */
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virtual bool activateContext(const SExposedVideoData& videoData, bool restorePrimaryOnZero=false) =0;
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//! Swap buffers.
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virtual bool swapBuffers() =0;
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};
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} // end namespace video
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} // end namespace irr
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#endif
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