//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _GFXGLWINDOWTARGET_H_ #define _GFXGLWINDOWTARGET_H_ #include "gfx/gfxTarget.h" class GFXGLWindowTarget : public GFXWindowTarget { public: GFXGLWindowTarget(PlatformWindow *win, GFXDevice *d); ~GFXGLWindowTarget(); const Point2I getSize() { return mWindow->getClientExtent(); } virtual GFXFormat getFormat() { // TODO: Fix me! return GFXFormatR8G8B8A8_SRGB; } void makeActive(); virtual bool present(); virtual void resetMode(); virtual void zombify() { } virtual void resurrect() { } virtual void resolveTo(GFXTextureObject* obj); void _onAppSignal(WindowId wnd, S32 event); // create pixel format for the window void createPixelFormat(); private: friend class GFXGLDevice; GLuint mCopyFBO, mBackBufferFBO; GFXTexHandle mBackBufferColorTex, mBackBufferDepthTex; Point2I size; GFXDevice* mDevice; /// Is this a secondary window bool mSecondaryWindow; void* mContext; void* mFullscreenContext; void _teardownCurrentMode(); void _setupNewMode(); void _setupAttachments(); void _WindowPresent(); //set this windows context to be current void _makeContextCurrent(); }; #endif