74 lines
2.4 KiB
C++
74 lines
2.4 KiB
C++
/*
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* Copyright (c) 2002 Light Weight Java Game Library Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'Light Weight Java Game Library' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/**
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* $Id$
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*
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* OSX rendering context management.
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*
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* @author Gregory Pierce <me@gregorypierce.com>
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* @version $Revision$
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*/
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#ifndef _RENDERING_CONTEXT_H
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#define _RENDERING_CONTEXT_H
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#include "extgl.h"
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#include <Carbon/Carbon.h>
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class RenderingContext
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{
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public:
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AGLContext aglContext;
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WindowPtr windowPtr;
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Rect rect;
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RenderingContext();
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~RenderingContext();
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bool createDisplay( int width, int height, int bpp, int freq );
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void destroyDisplay();
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bool createGL( int colorBits, int alphaBits, int depthBits, int stencilBits );
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void destroyGL();
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void swap();
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void makeContextCurrent();
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void releaseContext();
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};
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extern RenderingContext * renderingContext;
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#endif
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