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spectre/source/Platform/Win32/Win32GLContext.h
Henrik Hautakoski e10daeaaa6
Move everything from global namespace to "sp" namespace
When writing the X11 (linux) implementation there was a problem with X11 defining a "Display" type and we also have a Display class in the engine.

So to fix that problem and minimize the risk for running into other name conflicts. We move everything from global namespace.
2019-09-30 19:10:17 +02:00

52 lines
798 B
C++

#ifndef PLATFORM_WIN32_GLCONTEXT_H
#define PLATFORM_WIN32_GLCONTEXT_H
// Win32 OpenGL Context (wgl)
#include <Windows.h>
#include <Spectre/Display/GLContext.h>
namespace sp {
class Win32GLContext : public GLContext
{
public :
Win32GLContext();
~Win32GLContext();
// Create a context associated with a display.
bool create(const PlatformDisplay* display);
void destroy();
bool activate();
bool deactivate();
bool isActive() const;
bool setSwapInterval(int interval);
void setSize(unsigned int width, unsigned int height);
void setSize(const Vector2u size);
void swapBuffers();
private :
void createGLContext();
bool setPixelFormat();
private :
HWND m_wnd;
HDC m_deviceContext;
HGLRC m_renderContext;
};
} // namespace sp
#endif /* PLATFORM_WIN32_GLCONTEXT_H */