3f41f1eaf5
Added GraphicsContext.ErrorChecking property to temporarily disable error checking if necessary. Error checking is now added to all functions in debug mode (the generator would miss specific CLS-compliant overloads before).
134 lines
5.2 KiB
C#
134 lines
5.2 KiB
C#
#region --- License ---
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/* Licensed under the MIT/X11 license.
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* Copyright (c) 2006-2008 the OpenTK Team.
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* This notice may not be removed from any source distribution.
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* See license.txt for licensing detailed licensing details.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK.Platform;
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namespace OpenTK.Graphics
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{
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/// <summary>
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/// Provides methods for creating and interacting with an OpenGL context.
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/// </summary>
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public interface IGraphicsContext : IDisposable
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{
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/// <summary>Swaps buffers, presenting the rendered scene to the user.</summary>
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void SwapBuffers();
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/// <summary>Makes the GraphicsContext current in the calling thread.</summary>
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/// <param name="window">An OpenTK.Platform.IWindowInfo structure that points to a valid window.</param>
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/// <remarks>
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/// <para>OpenGL commands in one thread, affect the GraphicsContext which is current in that thread.</para>
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/// <para>It is an error to issue an OpenGL command in a thread without a current GraphicsContext.</para>
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/// </remarks>
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void MakeCurrent(IWindowInfo window);
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/// <summary>
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/// Gets or sets a System.Boolean indicating whether the GraphicsContext is current in the calling thread.
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/// </summary>
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bool IsCurrent { get; /*set;*/ }
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/// <summary>
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/// Raised when a Context is destroyed.
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/// </summary>
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event DestroyEvent<IGraphicsContext> Destroy;
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/// <summary>
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/// Gets or sets a value indicating whether VSyncing is enabled.
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/// </summary>
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bool VSync { get; set; }
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/// <summary>
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/// Updates the graphics context. This must be called when the region the graphics context
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/// is drawn to is resized.
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/// </summary>
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/// <param name="window"></param>
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void Update(IWindowInfo window);
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/// <summary>Gets the GraphicsMode of this instance.</summary>
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GraphicsMode GraphicsMode { get; }
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/// <summary>
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/// Gets or sets a System.Boolean, indicating whether automatic error checking should be performed.
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/// Influences the debug version of OpenTK.dll, only.
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/// </summary>
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bool ErrorChecking { get; set; }
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}
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public delegate void DestroyEvent<T>(T sender, EventArgs e);
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// Functions for internal use by OpenTK.
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// TODO: RegisterForDisposal/DisposeResources for 0.3.15 (GC & OpenGL)
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// TODO: Remove or move GetDisplayModes to another class.
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/// <summary>
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/// Provides methods to create new GraphicsContexts. Should only be used for extending OpenTK.
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/// </summary>
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public interface IGraphicsContextInternal
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{
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IGraphicsContext Implementation { get; }
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///// <summary>
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///// Creates an OpenGL context with the specified direct/indirect rendering mode and sharing state with the
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///// specified IGraphicsContext.
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///// </summary>
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///// <param name="direct">Set to true for direct rendering or false otherwise.</param>
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///// <param name="source">The source IGraphicsContext to share state from.</param>.
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///// <seealso cref="CreateContext(bool)"/>
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//void CreateContext(bool direct, IGraphicsContext source);
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/// <summary>Prepares the entry points for OpenGL.</summary>
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void LoadAll();
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/// <summary>
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/// Gets a handle to the OpenGL rendering context.
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/// </summary>
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ContextHandle Context { get; }
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// <summary>
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// Gets the IWindowInfo describing the window associated with this context.
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// </summary>
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//IWindowInfo Info { get; }
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///// <summary>
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///// Gets a System.IntPtr containing the handle to the OpenGL context which is current in the
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///// calling thread, or IntPtr.Zero if no OpenGL context is current.
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///// </summary>
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///// <returns>A System.IntPtr that holds the handle to the current OpenGL context.</returns>
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//ContextHandle GetCurrentContext();
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/// <summary>
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/// Registers an OpenGL resource for disposal.
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/// </summary>
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/// <param name="resource">The OpenGL resource to dispose.</param>
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/// <remarks>
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/// You may not destroy OpenGL resources in finalizers, since they run in
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/// a different thread. To avoid this problem, use this method to register
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/// a resource for disposal during the finalizer call, and call DisposeResources()
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/// from the main thread to dispose it.
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/// </remarks>
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void RegisterForDisposal(IDisposable resource);
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/// <summary>
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/// Disposes all registered OpenGL resources.
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/// </summary>
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void DisposeResources();
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/// <summary>
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/// Gets the address of an OpenGL extension function.
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/// </summary>
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/// <param name="function">The name of the OpenGL function (e.g. "glGetString")</param>
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/// <returns>
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/// A pointer to the specified function or IntPtr.Zero if the function isn't
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/// available in the current opengl context.
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/// </returns>
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// /// <see cref="Marshal.GetDelegateForFunctionPointer"/>
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IntPtr GetAddress(string function);
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}
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}
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