Opentk/Source/OpenTK/Graphics/IGraphicsContext.cs
the_fiddler 3f41f1eaf5 Added stack traces to automatic error checking.
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).
2009-03-29 21:41:30 +00:00

134 lines
5.2 KiB
C#

#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>
/// <param name="window">An OpenTK.Platform.IWindowInfo structure that points to a valid window.</param>
/// <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(IWindowInfo window);
/// <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; }
/// <summary>
/// Updates the graphics context. This must be called when the region the graphics context
/// is drawn to is resized.
/// </summary>
/// <param name="window"></param>
void Update(IWindowInfo window);
/// <summary>Gets the GraphicsMode of this instance.</summary>
GraphicsMode GraphicsMode { get; }
/// <summary>
/// Gets or sets a System.Boolean, indicating whether automatic error checking should be performed.
/// Influences the debug version of OpenTK.dll, only.
/// </summary>
bool ErrorChecking { get; set; }
}
public delegate void DestroyEvent<T>(T sender, EventArgs e);
// 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
{
IGraphicsContext Implementation { get; }
///// <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; }
///// <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>
/// 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);
}
}