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.
23 lines
341 B
C++
23 lines
341 B
C++
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#include <Spectre/Display/GLContext.h>
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#ifdef _WIN32
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#include <Platform/Win32/Win32GLContext.h>
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typedef sp::Win32GLContext ContextType;
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#else
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#error "No GLContext implementation exists"
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#endif
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namespace sp {
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GLContext* GLContext::create()
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{
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return new ContextType();
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}
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GLContext::~GLContext()
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{
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// Nothing to do.
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}
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} // namespace sp
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