Changed the INativeGLWindow.CreateWindow interface to return an IGLContext instead of a GLContext.

This commit is contained in:
the_fiddler 2008-01-15 10:48:48 +00:00
parent c08d2785ce
commit a2673bf5ff
4 changed files with 16 additions and 11 deletions

View file

@ -71,7 +71,7 @@ namespace OpenTK
//InputDriver input_driver; //InputDriver input_driver;
GLContext glContext; IGLContext glContext;
#endregion #endregion
@ -212,7 +212,7 @@ namespace OpenTK
/// Returns the opengl IGLontext associated with the current GameWindow. /// Returns the opengl IGLontext associated with the current GameWindow.
/// Forces window creation. /// Forces window creation.
/// </summary> /// </summary>
public GLContext Context public IGLContext Context
{ {
get get
{ {

View file

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

View file

@ -277,9 +277,9 @@ namespace OpenTK.Platform.Windows
#endregion #endregion
#region public void CreateWindow(DisplayMode mode, out GLContext context) #region public void CreateWindow(DisplayMode mode, out IGLContext context)
public void CreateWindow(DisplayMode windowMode, out GLContext context) public void CreateWindow(DisplayMode windowMode, out IGLContext context)
{ {
Debug.Print("Creating native window with mode: {0}", windowMode.ToString()); Debug.Print("Creating native window with mode: {0}", windowMode.ToString());
Debug.Indent(); Debug.Indent();
@ -336,8 +336,13 @@ namespace OpenTK.Platform.Windows
Functions.SetWindowPos(this.Handle, WindowPlacementOptions.TOP, Left, Top, cp.Width, cp.Height, SetWindowPosFlags.SHOWWINDOW); Functions.SetWindowPos(this.Handle, WindowPlacementOptions.TOP, Left, Top, cp.Width, cp.Height, SetWindowPosFlags.SHOWWINDOW);
context = new GLContext(mode, window); //context = new GLContext(mode, window);
context.CreateContext(); //context.CreateContext();
context = new WinGLContext();
(context as IGLContextCreationHack).SetWindowHandle(window.Handle);
(context as IGLContextCreationHack).SelectDisplayMode(mode, window);
context.CreateContext(true, null);
Debug.Unindent(); Debug.Unindent();
} }

View file

@ -334,7 +334,7 @@ namespace OpenTK.Platform.X11
#endregion #endregion
#region public void CreateWindow(DisplayMode mode, out GLContext glContext) #region public void CreateWindow(DisplayMode mode, out IGLContext glContext)
/// <summary> /// <summary>
/// Opens a new render window with the given DisplayMode. /// Opens a new render window with the given DisplayMode.
@ -347,7 +347,7 @@ namespace OpenTK.Platform.X11
/// Colormap creation is currently disabled. /// Colormap creation is currently disabled.
/// </para> /// </para>
/// </remarks> /// </remarks>
public void CreateWindow(DisplayMode mode, out GLContext glContext) public void CreateWindow(DisplayMode mode, out IGLContext glContext)
{ {
if (exists) if (exists)
throw new ApplicationException("Render window already exists!"); throw new ApplicationException("Render window already exists!");
@ -355,12 +355,12 @@ namespace OpenTK.Platform.X11
Debug.Print("Creating GameWindow with mode: {0}", mode != null ? mode.ToString() : "default"); Debug.Print("Creating GameWindow with mode: {0}", mode != null ? mode.ToString() : "default");
Debug.Indent(); Debug.Indent();
glContext = new GLContext(mode, window); glContext = new X11GLContext();
(glContext as IGLContextCreationHack).SelectDisplayMode(mode, window); (glContext as IGLContextCreationHack).SelectDisplayMode(mode, window);
if (glContext == null) if (glContext == null)
throw new ApplicationException("Could not create GLContext"); throw new ApplicationException("Could not create GLContext");
Debug.Print("Created GLContext"); Debug.Print("Created GLContext");
window.VisualInfo = ((glContext as IGLContextInternal).Info as X11.WindowInfo).VisualInfo; window.VisualInfo = ((X11.WindowInfo)(glContext as IGLContextInternal).Info).VisualInfo;
//window.VisualInfo = Marshal.PtrToStructure(Glx.ChooseVisual(window.Display, window.Screen, //window.VisualInfo = Marshal.PtrToStructure(Glx.ChooseVisual(window.Display, window.Screen,
// Create a window on this display using the visual above // Create a window on this display using the visual above