godot/platform/macos/gl_manager_macos_legacy.h
Rémi Verschelde 9e4315bb50
Style: Harmonize header includes in platform ports
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.

The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00

106 lines
4.1 KiB
C++

/**************************************************************************/
/* gl_manager_macos_legacy.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef GL_MANAGER_MACOS_LEGACY_H
#define GL_MANAGER_MACOS_LEGACY_H
#if defined(MACOS_ENABLED) && defined(GLES3_ENABLED)
#include "core/error/error_list.h"
#include "core/os/os.h"
#include "core/templates/local_vector.h"
#include "servers/display_server.h"
#import <AppKit/AppKit.h>
#import <ApplicationServices/ApplicationServices.h>
#import <CoreVideo/CoreVideo.h>
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // OpenGL is deprecated in macOS 10.14
class GLManager_MacOS {
public:
enum ContextType {
GLES_3_0_COMPATIBLE,
};
private:
struct GLWindow {
int width = 0;
int height = 0;
id window_view = nullptr;
NSOpenGLContext *context = nullptr;
};
RBMap<DisplayServer::WindowID, GLWindow> windows;
NSOpenGLContext *shared_context = nullptr;
DisplayServer::WindowID current_window = DisplayServer::INVALID_WINDOW_ID;
Error create_context(GLWindow &win);
bool use_vsync = false;
ContextType context_type;
public:
Error window_create(DisplayServer::WindowID p_window_id, id p_view, int p_width, int p_height);
void window_destroy(DisplayServer::WindowID p_window_id);
void window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height);
int window_get_width(DisplayServer::WindowID p_window_id = 0);
int window_get_height(DisplayServer::WindowID p_window_id = 0);
void release_current();
void make_current();
void swap_buffers();
void window_make_current(DisplayServer::WindowID p_window_id);
void window_update(DisplayServer::WindowID p_window_id);
void window_set_per_pixel_transparency_enabled(DisplayServer::WindowID p_window_id, bool p_enabled);
Error initialize();
void set_use_vsync(bool p_use);
bool is_using_vsync() const;
NSOpenGLContext *get_context(DisplayServer::WindowID p_window_id);
GLManager_MacOS(ContextType p_context_type);
~GLManager_MacOS();
};
#pragma clang diagnostic push
#endif // MACOS_ENABLED && GLES3_ENABLED
#endif // GL_MANAGER_MACOS_LEGACY_H