bgfx/include/bgfxplatform.h

165 lines
3.2 KiB
C++
Executable File

/*
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef BGFX_PLATFORM_H_HEADER_GUARD
#define BGFX_PLATFORM_H_HEADER_GUARD
// NOTICE:
// This header file contains platform specific interfaces. It is only
// necessary to use this header in conjunction with creating windows.
#include <bx/bx.h>
namespace bgfx
{
struct RenderFrame
{
enum Enum
{
NoContext,
Render,
Exiting,
Count
};
};
/// WARNING: This call should be only used on platforms that don't
/// allow creating separate rendering thread. Proper use requires
/// changes inside lib.
RenderFrame::Enum renderFrame();
}
#if BX_PLATFORM_ANDROID
# include <android/native_window.h>
namespace bgfx
{
///
void androidSetWindow(::ANativeWindow* _window);
} // namespace bgfx
#elif BX_PLATFORM_IOS
namespace bgfx
{
///
void iosSetEaglLayer(void* _layer);
} // namespace bgfx
#elif BX_PLATFORM_LINUX
# include <X11/Xlib.h>
namespace bgfx
{
///
void x11SetDisplayWindow(::Display* _display, ::Window _window);
} // namespace bgfx
#elif BX_PLATFORM_NACL
# include <ppapi/c/ppb_graphics_3d.h>
# include <ppapi/c/ppb_instance.h>
namespace bgfx
{
typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
///
void naclSetIntefraces(::PP_Instance, const ::PPB_Instance*, const ::PPB_Graphics3D*, PostSwapBuffersFn);
} // namespace bgfx
#elif BX_PLATFORM_OSX
namespace bgfx
{
///
void osxSetNSWindow(void* _window);
} // namespace bgfx
#elif BX_PLATFORM_WINDOWS
# include <windows.h>
namespace bgfx
{
///
void winSetHwnd(::HWND _window);
} // namespace bgfx
#endif // BX_PLATFORM_
#if defined(_SDL_H)
// If SDL.h is included before bgfxplatform.h we can enable SDL window
// interop convenience code.
# include <SDL2/SDL_syswm.h>
namespace bgfx
{
///
inline bool sdlSetWindow(SDL_Window* _window)
{
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
if (-1 == SDL_GetWindowWMInfo(_window, &wmi) )
{
return false;
}
# if BX_PLATFORM_LINUX
x11SetDisplayWindow(wmi.info.x11.display, wmi.info.x11.window);
# elif BX_PLATFORM_OSX
osxSetNSWindow(wmi.info.cocoa.window);
# elif BX_PLATFORM_WINDOWS
winSetHwnd(wmi.info.win.window);
# endif // BX_PLATFORM_
return true;
}
} // namespace bgfx
#elif defined(_glfw3_h_)
// If GLFW/glfw3.h is included before bgfxplatform.h we can enable GLFW3
// window interop convenience code.
# if BX_PLATFORM_LINUX
# define GLFW_EXPOSE_NATIVE_X11
# define GLFW_EXPOSE_NATIVE_GLX
# elif BX_PLATFORM_OSX
# define GLFW_EXPOSE_NATIVE_COCOA
# define GLFW_EXPOSE_NATIVE_NSGL
# elif BX_PLATFORM_WINDOWS
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# endif //
# include <GLFW/glfw3native.h>
namespace bgfx
{
inline void glfwSetWindow(GLFWwindow* _window)
{
# if BX_PLATFORM_LINUX
::Display* display = glfwGetX11Display();
::Window window = glfwGetX11Window(_window);
x11SetDisplayWindow(display, window);
# elif BX_PLATFORM_OSX
void* id = glfwGetCocoaWindow(_window);
osxSetNSWindow(id);
# elif BX_PLATFORM_WINDOWS
HWND hwnd = glfwGetWin32Window(_window);
winSetHwnd(hwnd);
# endif BX_PLATFORM_WINDOWS
}
} // namespace bgfx
#endif // defined(_SDL_H)
#endif // BGFX_PLATFORM_H_HEADER_GUARD