/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* .
*
* Authors:
* Robert Bragg
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only can be included directly."
#endif
#ifndef __COGL_CONTEXT_H__
#define __COGL_CONTEXT_H__
#include
#include
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
#include
#endif
G_BEGIN_DECLS
/**
* SECTION:cogl-context
* @short_description: The top level application context.
*
* A #CoglContext is the top most sandbox of Cogl state for an
* application or toolkit. Its main purpose is to act as a sandbox
* for the memory management of state objects. Normally an application
* will only create a single context since there is no way to share
* resources between contexts.
*
* For those familiar with OpenGL or perhaps Cairo it should be
* understood that unlike these APIs a Cogl context isn't a rendering
* context as such. In other words Cogl doesn't aim to provide a state
* machine style model for configuring rendering parameters. Most
* rendering state in Cogl is directly associated with user managed
* objects called pipelines and geometry is drawn with a specific
* pipeline object to a framebuffer object and those 3 things fully
* define the state for drawing. This is an important part of Cogl's
* design since it helps you write orthogonal rendering components
* that can all access the same GPU without having to worry about
* what state other components have left you with.
*/
typedef struct _CoglContext CoglContext;
#define COGL_CONTEXT(OBJECT) ((CoglContext *)OBJECT)
/**
* cogl_context_new:
* @display: A #CoglDisplay pointer
* @error: A GError return location.
*
* Creates a new #CoglContext which acts as an application sandbox
* for any state objects that are allocated.
*
* Return value: (transfer full): A newly allocated #CoglContext
* Since: 1.8
* Stability: unstable
*/
CoglContext *
cogl_context_new (CoglDisplay *display,
GError **error);
/**
* cogl_context_get_display:
* @context: A #CoglContext pointer
*
* Retrieves the #CoglDisplay that is internally associated with the
* given @context. This will return the same #CoglDisplay that was
* passed to cogl_context_new() or if %NULL was passed to
* cogl_context_new() then this function returns a pointer to the
* display that was automatically setup internally.
*
* Return value: (transfer none): The #CoglDisplay associated with the
* given @context.
* Since: 1.8
* Stability: unstable
*/
CoglDisplay *
cogl_context_get_display (CoglContext *context);
#ifdef COGL_HAS_EGL_SUPPORT
/**
* cogl_egl_context_get_egl_display:
* @context: A #CoglContext pointer
*
* If you have done a runtime check to determine that Cogl is using
* EGL internally then this API can be used to retrieve the EGLDisplay
* handle that was setup internally. The result is undefined if Cogl
* is not using EGL.
*
* Return value: The internally setup EGLDisplay handle.
* Since: 1.8
* Stability: unstable
*/
EGLDisplay
cogl_egl_context_get_egl_display (CoglContext *context);
#endif
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
/**
* cogl_android_set_native_window:
* @window: A native Android window
*
* Allows Android applications to inform Cogl of the native window
* that they have been given which Cogl can render too. On Android
* this API must be used before creating a #CoglRenderer, #CoglDisplay
* and #CoglContext.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_android_set_native_window (ANativeWindow *window);
#endif
/**
* cogl_is_context:
* @object: An object or %NULL
*
* Gets whether the given object references an existing context object.
*
* Return value: %TRUE if the handle references a #CoglContext,
* %FALSE otherwise
*
* Since: 1.10
* Stability: Unstable
*/
gboolean
cogl_is_context (void *object);
G_END_DECLS
#endif /* __COGL_CONTEXT_H__ */