ref: 2d88df8f49aad564bb9a1ed915deaff44117cb68
dir: /SDL_Examples/include/GLView.h/
#ifndef _glview_h_ #define _glview_h_ #define BGL_RGB 0 #define BGL_INDEX 1 #define BGL_SINGLE 0 #define BGL_DOUBLE 2 #define BGL_DIRECT 0 #define BGL_INDIRECT 4 #define BGL_ACCUM 8 #define BGL_ALPHA 16 #define BGL_DEPTH 32 #define BGL_OVERLAY 64 #define BGL_UNDERLAY 128 #define BGL_STENCIL 512 #include <interface/View.h> #include <support/Locker.h> #include "GL/gl.h" #include "GL/oscontext.h" #include <game/WindowScreen.h> #include <game/DirectWindow.h> class BGLView : public BView { public: BGLView(BRect rect, char *name, ulong resizingMode, ulong mode, ulong options); virtual ~BGLView(); void LockGL(); void UnlockGL(); void SwapBuffers(); // BView *EmbeddedView(); // status_t CopyPixelsOut(BPoint source, BBitmap *dest); // status_t CopyPixelsIn(BBitmap *source, BPoint dest); virtual void ErrorCallback(GLenum errorCode); virtual void Draw(BRect updateRect); virtual void AttachedToWindow(); virtual void AllAttached(); virtual void DetachedFromWindow(); virtual void AllDetached(); virtual void FrameResized(float width, float height); // virtual status_t Perform(perform_code d, void *arg); // // Methods below are pass-throughs to BView for the moment. // virtual status_t Archive(BMessage *data, bool deep = true) const; virtual void MessageReceived(BMessage *msg); virtual void SetResizingMode(uint32 mode); virtual void Show(); virtual void Hide(); virtual BHandler *ResolveSpecifier(BMessage *msg, int32 index, BMessage *specifier, int32 form, const char *property); virtual status_t GetSupportedSuites(BMessage *data); //void DirectConnected( direct_buffer_info *info ); //void EnableDirectMode( bool enabled ); private: ostgl_context *context; BBitmap *bitmaps[2]; int currBitmap; static BLocker locker; }; #endif // _glview_h_