/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019 The RmlUi Team, and contributors
*
* 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.
*
*/
#include
#include
#include
#include
#include
#include
void ShellRenderInterfaceOpenGL::SetContext(void *context)
{
m_rmlui_context = context;
}
void ShellRenderInterfaceOpenGL::SetViewport(int width, int height)
{
if(m_width != width || m_height != height) {
Rml::Core::Matrix4f projection, view;
m_width = width;
m_height = height;
glViewport(0, 0, width, height);
projection = Rml::Core::Matrix4f::ProjectOrtho(0, (float)width, (float)height, 0, -1, 1);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(projection.data());
view = Rml::Core::Matrix4f::Identity();
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(view.data());
if(m_rmlui_context != nullptr)
{
((Rml::Core::Context*)m_rmlui_context)->SetDimensions(Rml::Core::Vector2i(width, height));
((Rml::Core::Context*)m_rmlui_context)->ProcessProjectionChange(projection);
((Rml::Core::Context*)m_rmlui_context)->ProcessViewChange(view);
}
}
}
bool ShellRenderInterfaceOpenGL::AttachToNative(void *nativeWindow)
{
this->render_context = nullptr;
this->window_handle = (HWND)nativeWindow;
this->device_context = GetDC(this->window_handle);
if (this->device_context == nullptr)
{
Shell::DisplayError("Could not get device context.");
return false;
}
PIXELFORMATDESCRIPTOR pixel_format_descriptor;
memset(&pixel_format_descriptor, 0, sizeof(pixel_format_descriptor));
pixel_format_descriptor.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pixel_format_descriptor.nVersion = 1;
pixel_format_descriptor.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pixel_format_descriptor.iPixelType = PFD_TYPE_RGBA;
pixel_format_descriptor.cColorBits = 32;
pixel_format_descriptor.cRedBits = 8;
pixel_format_descriptor.cGreenBits = 8;
pixel_format_descriptor.cBlueBits = 8;
pixel_format_descriptor.cAlphaBits = 8;
pixel_format_descriptor.cDepthBits = 24;
pixel_format_descriptor.cStencilBits = 8;
int pixel_format = ChoosePixelFormat(this->device_context, &pixel_format_descriptor);
if (pixel_format == 0)
{
Shell::DisplayError("Could not choose 32-bit pixel format.");
return false;
}
if (SetPixelFormat(this->device_context, pixel_format, &pixel_format_descriptor) == FALSE)
{
Shell::DisplayError("Could not set pixel format.");
return false;
}
this->render_context = wglCreateContext(this->device_context);
if (this->render_context == nullptr)
{
Shell::DisplayError("Could not create OpenGL rendering context.");
return false;
}
// Activate the rendering context.
if (wglMakeCurrent(this->device_context, this->render_context) == FALSE)
{
Shell::DisplayError("Unable to make rendering context current.");
return false;
}
// Set up the GL state.
glClearColor(0, 0, 0, 1);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
RECT crect;
GetClientRect(this->window_handle, &crect);
glOrtho(0, (crect.right - crect.left), (crect.bottom - crect.top), 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
return true;
}
void ShellRenderInterfaceOpenGL::DetachFromNative()
{
// Shutdown OpenGL
if (this->render_context != nullptr)
{
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(this->render_context);
this->render_context = nullptr;
}
if (this->device_context != nullptr)
{
ReleaseDC(this->window_handle, this->device_context);
this->device_context = nullptr;
}
}
void ShellRenderInterfaceOpenGL::PrepareRenderBuffer()
{
glClear(GL_COLOR_BUFFER_BIT);
}
void ShellRenderInterfaceOpenGL::PresentRenderBuffer()
{
// Flips the OpenGL buffers.
SwapBuffers(this->device_context);
}