ugfx/3rdparty/tinygl-0.4-ugfx/include/GLView.h

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2014-08-19 15:36:33 +00:00
#ifndef _glview_h_
#define _glview_h_
#define BGL_RGB 0
#define BGL_INDEX 1
#define BGL_SINGLE 0
#define BGL_DOUBLE 2
#define BGL_DIRECT 0
#define BGL_INDIRECT 4
#define BGL_ACCUM 8
#define BGL_ALPHA 16
#define BGL_DEPTH 32
#define BGL_OVERLAY 64
#define BGL_UNDERLAY 128
#define BGL_STENCIL 512
#include <interface/View.h>
#include <support/Locker.h>
#include <GL/gl.h>
#include <GL/oscontext.h>
#include <game/WindowScreen.h>
#include <game/DirectWindow.h>
class BGLView : public BView {
public:
BGLView(BRect rect, char *name,
ulong resizingMode, ulong mode,
ulong options);
virtual ~BGLView();
void LockGL();
void UnlockGL();
void SwapBuffers();
// BView *EmbeddedView();
// status_t CopyPixelsOut(BPoint source, BBitmap *dest);
// status_t CopyPixelsIn(BBitmap *source, BPoint dest);
virtual void ErrorCallback(GLenum errorCode);
virtual void Draw(BRect updateRect);
virtual void AttachedToWindow();
virtual void AllAttached();
virtual void DetachedFromWindow();
virtual void AllDetached();
virtual void FrameResized(float width, float height);
// virtual status_t Perform(perform_code d, void *arg);
//
// Methods below are pass-throughs to BView for the moment.
//
virtual status_t Archive(BMessage *data, bool deep = true) const;
virtual void MessageReceived(BMessage *msg);
virtual void SetResizingMode(uint32 mode);
virtual void Show();
virtual void Hide();
virtual BHandler *ResolveSpecifier(BMessage *msg, int32 index,
BMessage *specifier, int32 form,
const char *property);
virtual status_t GetSupportedSuites(BMessage *data);
//void DirectConnected( direct_buffer_info *info );
//void EnableDirectMode( bool enabled );
private:
ostgl_context *context;
BBitmap *bitmaps[2];
int currBitmap;
static BLocker locker;
};
#endif // _glview_h_