Opentk/Source/OpenTK/Platform/IGLContext.cs
the_fiddler 95318a8366 Added OpenTK.Platform.WindowInfo and OpenTK.Platform.IMutableWindowInfo. Split IWindowInfo implementation to IWindowInfo and IMutableWindowInfo. Added several methods.
X11 and Windows GLControl and GLNative implementation now use IGLContext interfaces instead of direct X11GLContext and WinGLContext. Decouples the two (good!).
Updated all Native, Control, Context classes to use the new interfaces.
2007-09-09 15:10:21 +00:00

92 lines
3.3 KiB
C#

#region --- License ---
/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
* See license.txt for license info
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
namespace OpenTK.Platform
{
/// <summary>
/// Provides methods for creating and interacting with an OpenGL context.
/// </summary>
public interface IGLContext : IDisposable
{
/// <summary>
/// Gets a handle to the OpenGL rendering context.
/// </summary>
IntPtr Context { get; }
/// <summary>
/// Gets the IWindowInfo describing the window associated with this context.
/// </summary>
IWindowInfo Info { get; }
/// <summary>
/// Gets the DisplayMode of the context.
/// </summary>
DisplayMode Mode { get; }
/// <summary>
/// Creates an OpenGL context.
/// </summary>
void CreateContext();
/// <summary>
/// Creates an OpenGL context with a direct or indirect rendering mode. This parameter is ignored
/// on Windows platforms (direct mode only).
/// </summary>
/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
/// <remarks>
/// <para>
/// Direct rendering is the default rendering mode for OpenTK, since it can provide higher performance
/// in some circumastances.
/// </para>
/// <para>
/// The 'direct' parameter is a hint, and will ignored if the specified mode is not supported (e.g. setting
/// indirect rendering on Windows platforms).
/// </para>
/// </remarks>
void CreateContext(bool direct);
/// <summary>
/// Creates an OpenGL context with the specified direct/indirect rendering mode and sharing state with the
/// specified IGLContext.
/// </summary>
/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
/// <param name="source">The source IGLContext to share state from.</param>.
/// <seealso cref="CreateContext(bool)"/>
void CreateContext(bool direct, IGLContext source);
/// <summary>
/// Swaps buffers on a context. This presents the rendered scene to the user.
/// </summary>
void SwapBuffers();
/// <summary>
/// Makes this context the current rendering target.
/// </summary>
void MakeCurrent();
/// <summary>
/// Gets the address of an OpenGL extension function.
/// </summary>
/// <param name="function">The name of the OpenGL function (e.g. "glGetString")</param>
/// <returns>
/// A pointer to the specified function or IntPtr.Zero if the function isn't
/// available in the current opengl context.
/// </returns>
/// <see cref="Marshal.GetDelegateForFunctionPointer"/>
IntPtr GetAddress(string function);
/// <summary>
/// Returns the display modes supported by the current opengl context.
/// </summary>
/// <returns>An array containing all supported display modes.</returns>
IEnumerable<DisplayMode> GetDisplayModes();
}
}