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d217e379d4
If SDL2 is supported, the PlatformFactory will now use it for creating the OpenGL ES context. Previously, it would revert to the native drivers when GraphicsContextFlag.Embedded was specified.
142 lines
4.6 KiB
C#
142 lines
4.6 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// 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
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Diagnostics;
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using OpenTK.Graphics;
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using OpenTK.Input;
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namespace OpenTK.Platform.SDL2
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{
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class Sdl2Factory : IPlatformFactory
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{
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readonly IInputDriver2 InputDriver = new Sdl2InputDriver();
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bool disposed;
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public Sdl2Factory()
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{
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}
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#region IPlatformFactory implementation
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public INativeWindow CreateNativeWindow(int x, int y, int width, int height, string title, GraphicsMode mode, GameWindowFlags options, DisplayDevice device)
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{
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return new Sdl2NativeWindow(x, y, width, height, title, options, device);
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}
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public IDisplayDeviceDriver CreateDisplayDeviceDriver()
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{
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return new Sdl2DisplayDeviceDriver();
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}
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virtual public IGraphicsContext CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
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{
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return new Sdl2GraphicsContext(mode, window, shareContext, major, minor, flags);
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}
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public IGraphicsContext CreateGLContext(ContextHandle handle, IWindowInfo window, IGraphicsContext shareContext, bool directRendering, int major, int minor, GraphicsContextFlags flags)
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{
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throw new NotImplementedException();
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}
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public GraphicsContext.GetCurrentContextDelegate CreateGetCurrentGraphicsContext()
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{
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// Unfortunately, SDL does not provide a GetContext function
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// so we need to implement our own.
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return (GraphicsContext.GetCurrentContextDelegate)delegate
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{
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IntPtr current;
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if (Configuration.RunningOnWindows)
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current = OpenTK.Platform.Windows.Wgl.Imports.GetCurrentContext();
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else if (Configuration.RunningOnX11)
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current = OpenTK.Platform.X11.Glx.GetCurrentContext();
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else if (Configuration.RunningOnMacOS)
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current = OpenTK.Platform.MacOS.Cgl.GetCurrentContext();
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else
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throw new NotSupportedException("Unknown platform, please report to http://www.opentk.com");
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return new ContextHandle(current);
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};
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}
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public IGraphicsMode CreateGraphicsMode()
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{
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return new Sdl2GraphicsMode();
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}
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public IKeyboardDriver2 CreateKeyboardDriver()
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{
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return InputDriver.KeyboardDriver;
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}
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public IMouseDriver2 CreateMouseDriver()
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{
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return InputDriver.MouseDriver;
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}
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public IGamePadDriver CreateGamePadDriver()
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{
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return InputDriver.GamePadDriver;
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}
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#endregion
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#region IDisposable Members
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void Dispose(bool manual)
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{
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if (!disposed)
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{
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if (manual)
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{
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Debug.Print("Disposing {0}", GetType());
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InputDriver.Dispose();
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}
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else
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{
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Debug.WriteLine("Sdl2Factory leaked, did you forget to call Dispose()?");
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}
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disposed = true;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~Sdl2Factory()
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{
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Dispose(false);
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}
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#endregion
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}
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}
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