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			135 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			135 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  gl_manager_x11.h                                                      */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#pragma once
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#if defined(X11_ENABLED) && defined(GLES3_ENABLED)
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#include "core/os/os.h"
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#include "core/templates/local_vector.h"
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#include "servers/display_server.h"
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#ifdef SOWRAP_ENABLED
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#include "dynwrappers/xlib-so_wrap.h"
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#include "dynwrappers/xext-so_wrap.h"
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#include "dynwrappers/xrender-so_wrap.h"
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#else
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#include <X11/XKBlib.h>
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/extensions/Xext.h>
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#include <X11/extensions/Xrender.h>
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#include <X11/extensions/shape.h>
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#endif
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struct GLManager_X11_Private;
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class GLManager_X11 {
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public:
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	enum ContextType {
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		GLES_3_0_COMPATIBLE,
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	};
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private:
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	// any data specific to the window
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	struct GLWindow {
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		bool in_use = false;
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		// the external ID .. should match the GL window number .. unused I think
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		DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
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		int width = 0;
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		int height = 0;
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		::Window x11_window;
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		int gldisplay_id = 0;
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	};
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	struct GLDisplay {
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		GLDisplay() {}
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		~GLDisplay();
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		GLManager_X11_Private *context = nullptr;
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		::Display *x11_display = nullptr;
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		XVisualInfo x_vi = {};
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	};
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	// just for convenience, window and display struct
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	struct XWinDisp {
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		::Window x11_window;
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		::Display *x11_display = nullptr;
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	} _x_windisp;
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	LocalVector<GLWindow> _windows;
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	LocalVector<GLDisplay> _displays;
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	GLWindow *_current_window = nullptr;
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	void _internal_set_current_window(GLWindow *p_win);
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	GLWindow &get_window(unsigned int id) { return _windows[id]; }
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	const GLWindow &get_window(unsigned int id) const { return _windows[id]; }
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	const GLDisplay &get_current_display() const { return _displays[_current_window->gldisplay_id]; }
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	const GLDisplay &get_display(unsigned int id) { return _displays[id]; }
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	bool double_buffer;
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	bool direct_render;
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	int glx_minor, glx_major;
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	bool use_vsync;
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	ContextType context_type;
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private:
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	int _find_or_create_display(Display *p_x11_display);
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	Error _create_context(GLDisplay &gl_display);
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public:
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	XVisualInfo get_vi(Display *p_display, Error &r_error);
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	Error window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height);
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	void window_destroy(DisplayServer::WindowID p_window_id);
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	void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
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	void release_current();
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	void swap_buffers();
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	void window_make_current(DisplayServer::WindowID p_window_id);
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	Error initialize(Display *p_display);
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	void set_use_vsync(bool p_use);
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	bool is_using_vsync() const;
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	void *get_glx_context(DisplayServer::WindowID p_window_id);
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	Error open_display(Display *p_display);
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	GLManager_X11(const Vector2i &p_size, ContextType p_context_type);
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	~GLManager_X11();
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};
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#endif // X11_ENABLED && GLES3_ENABLED
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