Opentk/Source/OpenTK/Graphics/IGraphicsContext.cs

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#region --- License ---
/* Licensed under the MIT/X11 license.
* Copyright (c) 2006-2008 the OpenTK Team.
* This notice may not be removed from any source distribution.
* See license.txt for licensing detailed licensing details.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK.Platform;
namespace OpenTK.Graphics
{
/// <summary>
/// Provides methods for creating and interacting with an OpenGL context.
/// </summary>
public interface IGraphicsContext : IDisposable
{
/// <summary>Swaps buffers, presenting the rendered scene to the user.</summary>
void SwapBuffers();
/// <summary>Makes the GraphicsContext current in the calling thread.</summary>
/// <remarks>
/// <para>OpenGL commands in one thread, affect the GraphicsContext which is current in that thread.</para>
/// <para>It is an error to issue an OpenGL command in a thread without a current GraphicsContext.</para>
/// </remarks>
void MakeCurrent();
/// <summary>
/// Gets or sets a System.Boolean indicating whether the GraphicsContext is current in the calling thread.
/// </summary>
bool IsCurrent { get; set; }
/// <summary>
/// Raised when a Context is destroyed.
/// </summary>
event DestroyEvent<IGraphicsContext> Destroy;
/// <summary>
/// Gets or sets a value indicating whether VSyncing is enabled.
/// </summary>
bool VSync { get; set; }
}
public delegate void DestroyEvent<T>(T sender, EventArgs e);
// TODO: Remove in 0.3.15
internal interface IGLContextCreationHack
{
bool SelectDisplayMode(DisplayMode mode, IWindowInfo info);
void SetWindowHandle(IntPtr handle);
}
// Functions for internal use by OpenTK.
// TODO: RegisterForDisposal/DisposeResources for 0.3.15 (GC & OpenGL)
// TODO: Remove or move GetDisplayModes to another class.
/// <summary>
/// Provides methods to create new GraphicsContexts. Should only be used for extending OpenTK.
/// </summary>
public interface IGraphicsContextInternal
{
/// <summary>
/// Creates an OpenGL context with the specified direct/indirect rendering mode and sharing state with the
/// specified IGraphicsContext.
/// </summary>
/// <param name="direct">Set to true for direct rendering or false otherwise.</param>
/// <param name="source">The source IGraphicsContext to share state from.</param>.
/// <seealso cref="CreateContext(bool)"/>
//void CreateContext(bool direct, IGraphicsContext source);
/// <summary>Prepares the entry points for OpenGL.</summary>
void LoadAll();
/// <summary>
/// Gets a handle to the OpenGL rendering context.
/// </summary>
ContextHandle Context { get; }
/// <summary>
/// Gets the IWindowInfo describing the window associated with this context.
/// </summary>
IWindowInfo Info { get; }
2007-09-29 17:24:55 +02:00
/// <summary>Gets the GraphicsMode of the context.</summary>
GraphicsMode GraphicsMode { get; }
///// <summary>
///// Gets a System.IntPtr containing the handle to the OpenGL context which is current in the
///// calling thread, or IntPtr.Zero if no OpenGL context is current.
///// </summary>
///// <returns>A System.IntPtr that holds the handle to the current OpenGL context.</returns>
//ContextHandle GetCurrentContext();
/// <summary>
/// Registers an OpenGL resource for disposal.
/// </summary>
/// <param name="resource">The OpenGL resource to dispose.</param>
/// <remarks>
/// You may not destroy OpenGL resources in finalizers, since they run in
/// a different thread. To avoid this problem, use this method to register
/// a resource for disposal during the finalizer call, and call DisposeResources()
/// from the main thread to dispose it.
/// </remarks>
void RegisterForDisposal(IDisposable resource);
/// <summary>
/// Disposes all registered OpenGL resources.
/// </summary>
void DisposeResources();
/// <summary>
/// Returns the display modes supported by the current opengl context.
/// </summary>
/// <returns>An IEnumerable containing all supported display modes.</returns>
IEnumerable<DisplayMode> GetDisplayModes();
/// <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);
}
}