/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 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
*/
#ifndef __COGL_FRAMEBUFFER_H
#define __COGL_FRAMEBUFFER_H
#include
#ifdef COGL_HAS_WIN32_SUPPORT
#include
#endif /* COGL_HAS_WIN32_SUPPORT */
#if COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT
#include
#endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */
G_BEGIN_DECLS
/**
* SECTION:cogl-framebuffer
* @short_description: A common interface for manipulating framebuffers
*
* Framebuffers are a collection of buffers that can be rendered too.
* A framebuffer may be comprised of one or more color buffers, an
* optional depth buffer and an optional stencil buffer. Other
* configuration parameters are associated with framebuffers too such
* as whether the framebuffer supports multi-sampling (an anti-aliasing
* technique) or dithering.
*
* There are two kinds of framebuffer in Cogl, #CoglOnscreen
* framebuffers and #CoglOffscreen framebuffers. As the names imply
* offscreen framebuffers are for rendering something offscreen
* (perhaps to a texture which is bound as one of the color buffers).
* The exact semantics of onscreen framebuffers depends on the window
* system backend that you are using, but typically you can expect
* rendering to a #CoglOnscreen framebuffer will be immediately
* visible to the user.
*
* If you want to create a new framebuffer then you should start by
* looking at the #CoglOnscreen and #CoglOffscreen constructor
* functions, such as cogl_offscreen_new_to_texture() or
* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
* all aspects that are common between those two types of framebuffer.
*
* Setup of a new CoglFramebuffer happens in two stages. There is a
* configuration stage where you specify all the options and ancillary
* buffers you want associated with your framebuffer and then when you
* are happy with the configuration you can "allocate" the framebuffer
* using cogl_framebuffer_allocate (). Technically explicitly calling
* cogl_framebuffer_allocate () is optional for convenience and the
* framebuffer will automatically be allocated when you first try to
* draw to it, but if you do the allocation manually then you can
* also catch any possible errors that may arise from your
* configuration.
*/
#ifdef COGL_ENABLE_EXPERIMENTAL_API
#define cogl_onscreen_new cogl_onscreen_new_EXP
#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
#define cogl_framebuffer_allocate cogl_framebuffer_allocate_EXP
gboolean
cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
GError **error);
#define cogl_framebuffer_get_width cogl_framebuffer_get_width_EXP
int
cogl_framebuffer_get_width (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_height cogl_framebuffer_get_height_EXP
int
cogl_framebuffer_get_height (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_set_viewport cogl_framebuffer_set_viewport_EXP
void
cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
float x,
float y,
float width,
float height);
#define cogl_framebuffer_get_viewport_x cogl_framebuffer_get_viewport_x_EXP
float
cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport_y cogl_framebuffer_get_viewport_y_EXP
float
cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport_width cogl_framebuffer_get_viewport_width_EXP
float
cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport_height cogl_framebuffer_get_viewport_height_EXP
float
cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport4fv cogl_framebuffer_get_viewport4fv_EXP
void
cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer,
float *viewport);
/**
* cogl_framebuffer_get_red_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of red bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_red_bits cogl_framebuffer_get_red_bits_EXP
int
cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_green_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of green bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_green_bits cogl_framebuffer_get_green_bits_EXP
int
cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_blue_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of blue bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_blue_bits cogl_framebuffer_get_blue_bits_EXP
int
cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_alpha_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of alpha bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_blue_bits cogl_framebuffer_get_blue_bits_EXP
int
cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_swap_buffers cogl_framebuffer_swap_buffers_EXP
void
cogl_framebuffer_swap_buffers (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_swap_region cogl_framebuffer_swap_region_EXP
void
cogl_framebuffer_swap_region (CoglFramebuffer *framebuffer,
int *rectangles,
int n_rectangles);
typedef void (*CoglSwapBuffersNotify) (CoglFramebuffer *framebuffer,
void *user_data);
#define cogl_framebuffer_add_swap_buffers_callback \
cogl_framebuffer_add_swap_buffers_callback_EXP
unsigned int
cogl_framebuffer_add_swap_buffers_callback (CoglFramebuffer *framebuffer,
CoglSwapBuffersNotify callback,
void *user_data);
#define cogl_framebuffer_remove_swap_buffers_callback \
cogl_framebuffer_remove_swap_buffers_callback_EXP
void
cogl_framebuffer_remove_swap_buffers_callback (CoglFramebuffer *framebuffer,
unsigned int id);
typedef struct _CoglOnscreen CoglOnscreen;
#define COGL_ONSCREEN(X) ((CoglOnscreen *)(X))
CoglOnscreen *
cogl_onscreen_new (CoglContext *context, int width, int height);
#ifdef COGL_HAS_X11
typedef void (*CoglOnscreenX11MaskCallback) (CoglOnscreen *onscreen,
guint32 event_mask,
void *user_data);
/**
* cogl_x11_onscreen_set_foreign_window_xid:
* @onscreen: The unallocated framebuffer to associated with an X
* window.
* @xid: The XID of an existing X window
* @update: A callback that notifies of updates to what Cogl requires
* to be in the core X protocol event mask.
*
* Ideally we would recommend that you let Cogl be responsible for
* creating any X window required to back an onscreen framebuffer but
* if you really need to target a window created manually this
* function can be called before @onscreen has been allocated to set a
* foreign XID for your existing X window.
*
* Since Cogl needs, for example, to track changes to the size of an X
* window it requires that certain events be selected for via the core
* X protocol. This requirement may also be changed asynchronously so
* you must pass in an @update callback to inform you of Cogl's
* required event mask.
*
* For example if you are using Xlib you could use this API roughly
* as follows:
* [{
* static void
* my_update_cogl_x11_event_mask (CoglOnscreen *onscreen,
* guint32 event_mask,
* void *user_data)
* {
* XSetWindowAttributes attrs;
* MyData *data = user_data;
* attrs.event_mask = event_mask | data->my_event_mask;
* XChangeWindowAttributes (data->xdpy,
* data->xwin,
* CWEventMask,
* &attrs);
* }
*
* {
* *snip*
* cogl_x11_onscreen_set_foreign_window_xid (onscreen,
* data->xwin,
* my_update_cogl_x11_event_mask,
* data);
* *snip*
* }
* }]
*
* Since: 2.0
* Stability: Unstable
*/
#define cogl_x11_onscreen_set_foreign_window_xid \
cogl_x11_onscreen_set_foreign_window_xid_EXP
void
cogl_x11_onscreen_set_foreign_window_xid (CoglOnscreen *onscreen,
guint32 xid,
CoglOnscreenX11MaskCallback update,
void *user_data);
#define cogl_x11_onscreen_get_window_xid cogl_x11_onscreen_get_window_xid_EXP
guint32
cogl_x11_onscreen_get_window_xid (CoglOnscreen *onscreen);
#define cogl_x11_onscreen_get_visual_xid cogl_x11_onscreen_get_visual_xid_EXP
guint32
cogl_x11_onscreen_get_visual_xid (CoglOnscreen *onscreen);
#endif /* COGL_HAS_X11 */
#ifdef COGL_HAS_WIN32_SUPPORT
#define cogl_win32_onscreen_set_foreign_window \
cogl_win32_onscreen_set_foreign_window_EXP
void
cogl_win32_onscreen_set_foreign_window (CoglOnscreen *onscreen,
HWND hwnd);
#define cogl_win32_onscreen_get_window cogl_win32_onscreen_get_window_EXP
HWND
cogl_win32_onscreen_get_window (CoglOnscreen *onscreen);
#endif /* COGL_HAS_WIN32_SUPPORT */
#if COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT
struct wl_surface *
cogl_wayland_onscreen_get_surface (CoglOnscreen *onscreen);
#endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */
#define cogl_onscreen_set_swap_throttled cogl_onscreen_set_swap_throttled_EXP
void
cogl_onscreen_set_swap_throttled (CoglOnscreen *onscreen,
gboolean throttled);
/**
* cogl_onscreen_show:
* @onscreen: The onscreen framebuffer to make visible
*
* This requests to make @onscreen visible to the user.
*
* Actually the precise semantics of this function depend on the
* window system currently in use, and if you don't have a
* multi-windowining system this function may in-fact do nothing.
*
* This function will implicitly allocate the given @onscreen
* framebuffer before showing it if it hasn't already been allocated.
*
* Since Cogl doesn't explicitly track the visibility status of
* onscreen framebuffers it wont try to avoid redundant window system
* requests e.g. to show an already visible window. This also means
* that it's acceptable to alternatively use native APIs to show and
* hide windows without confusing Cogl.
*
* Since: 2.0
* Stability: Unstable
*/
#define cogl_onscreen_show cogl_onscreen_show_EXP
void
cogl_onscreen_show (CoglOnscreen *onscreen);
/**
* cogl_onscreen_hide:
* @onscreen: The onscreen framebuffer to make invisible
*
* This requests to make @onscreen invisible to the user.
*
* Actually the precise semantics of this function depend on the
* window system currently in use, and if you don't have a
* multi-windowining system this function may in-fact do nothing.
*
* This function does not implicitly allocate the given @onscreen
* framebuffer before hiding it.
*
* Since Cogl doesn't explicitly track the visibility status of
* onscreen framebuffers it wont try to avoid redundant window system
* requests e.g. to show an already visible window. This also means
* that it's acceptable to alternatively use native APIs to show and
* hide windows without confusing Cogl.
*
* Since: 2.0
* Stability: Unstable
*/
#define cogl_onscreen_hide cogl_onscreen_hide_EXP
void
cogl_onscreen_hide (CoglOnscreen *onscreen);
#define cogl_get_draw_framebuffer cogl_get_draw_framebuffer_EXP
CoglFramebuffer *
cogl_get_draw_framebuffer (void);
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
G_END_DECLS
#endif /* __COGL_FRAMEBUFFER_H */