Refactored context creation to be done inside the *GLNative classes, instead of the GameWindow class. Should refactor in the next version.

This commit is contained in:
the_fiddler 2008-01-15 10:31:03 +00:00
parent a44747d0c2
commit 33d0193e7f
4 changed files with 15 additions and 14 deletions

View file

@ -327,7 +327,7 @@ namespace OpenTK
{
try
{
glWindow.CreateWindow(mode, Context);
glWindow.CreateWindow(mode, out glContext);
}
catch (ApplicationException expt)
{
@ -379,9 +379,9 @@ namespace OpenTK
{
if (!Exists)
{
glWindow.CreateWindow(mode, glContext);
glContext = new GLContext(mode, glWindow.WindowInfo);
glContext.CreateContext();
// TODO: This is a hack - reslove in 0.3.15 once and for all!
// GLContext is created inside the CreateWindow call.
glWindow.CreateWindow(mode, out glContext);
this.Title = title;
}
else

View file

@ -17,7 +17,7 @@ namespace OpenTK.Platform
/// </summary>
interface INativeGLWindow : IResizable, IDisposable
{
void CreateWindow(DisplayMode mode, GLContext context);
void CreateWindow(DisplayMode mode, out GLContext context);
void DestroyWindow();
void ProcessEvents();
void PointToClient(ref System.Drawing.Point p);

View file

@ -277,9 +277,9 @@ namespace OpenTK.Platform.Windows
#endregion
#region public void CreateWindow(DisplayMode mode, GLContext context)
#region public void CreateWindow(DisplayMode mode, out GLContext context)
public void CreateWindow(DisplayMode windowMode, GLContext context)
public void CreateWindow(DisplayMode windowMode, out GLContext context)
{
Debug.Print("Creating native window with mode: {0}", windowMode.ToString());
Debug.Indent();
@ -336,6 +336,9 @@ namespace OpenTK.Platform.Windows
Functions.SetWindowPos(this.Handle, WindowPlacementOptions.TOP, Left, Top, cp.Width, cp.Height, SetWindowPosFlags.SHOWWINDOW);
context = new GLContext(mode, window);
context.CreateContext();
Debug.Unindent();
}

View file

@ -334,7 +334,7 @@ namespace OpenTK.Platform.X11
#endregion
#region public void CreateWindow(DisplayMode mode, GLContext glContext)
#region public void CreateWindow(DisplayMode mode, out GLContext glContext)
/// <summary>
/// Opens a new render window with the given DisplayMode.
@ -347,7 +347,7 @@ namespace OpenTK.Platform.X11
/// Colormap creation is currently disabled.
/// </para>
/// </remarks>
public void CreateWindow(DisplayMode mode, GLContext glContext)
public void CreateWindow(DisplayMode mode, out GLContext glContext)
{
if (exists)
throw new ApplicationException("Render window already exists!");
@ -355,8 +355,8 @@ namespace OpenTK.Platform.X11
Debug.Print("Creating GameWindow with mode: {0}", mode != null ? mode.ToString() : "default");
Debug.Indent();
//glContext = new X11GLContext(mode, window);
//glContext.PrepareContext(window);
glContext = new GLContext(mode, window);
(glContext as IGLContextCreationHack).SelectDisplayMode(mode, window);
window.VisualInfo = ((glContext as IGLContextInternal).Info as X11.WindowInfo).VisualInfo;
//window.VisualInfo = Marshal.PtrToStructure(Glx.ChooseVisual(window.Display, window.Screen,
@ -412,9 +412,7 @@ namespace OpenTK.Platform.X11
Debug.Print("done! (id: {0})", window.Handle);
//(glContext.Info as X11.WindowInfo).Handle = window.Handle;
//glContext.CreateContext(true, null);
//glContext.MakeCurrent();
(glContext as IGLContextCreationHack).SetWindowHandle(window.Handle);
API.MapRaised(window.Display, window.Handle);
mapped = true;