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SDLGLGraphicsContext.h
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#if !defined(__APPLE__)
#include "SDL_syswm.h"
#endif
#include "SDL.h"
#include "thin3d/GLRenderManager.h"
#include "gfx/gl_common.h"
#include "Common/GraphicsContext.h"
class SDLGLGraphicsContext : public DummyGraphicsContext {
public:
SDLGLGraphicsContext() {
}
// Returns 0 on success.
int Init(SDL_Window *&window, int x, int y, int mode, std::string *error_message);
void Shutdown() override;
void ShutdownFromRenderThread() override;
void SwapBuffers() override {
// Do nothing, the render thread takes care of this.
}
Draw::DrawContext *GetDrawContext() override {
return draw_;
}
void ThreadStart() override {
renderManager_->ThreadStart(draw_);
}
bool ThreadFrame() override {
return renderManager_->ThreadFrame();
}
void ThreadEnd() override {
renderManager_->ThreadEnd();
}
void StopThread() override {
renderManager_->WaitUntilQueueIdle();
renderManager_->StopThread();
}
private:
Draw::DrawContext *draw_ = nullptr;
SDL_Window *window_;
SDL_GLContext glContext = nullptr;
GLRenderManager *renderManager_ = nullptr;
};