/* * 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_DISPLAY_H__ #define __COGL_DISPLAY_H__ #include #include G_BEGIN_DECLS #ifdef COGL_HAS_EGL_PLATFORM_GDL_SUPPORT #include <@COGL_CEX100_LIBGDL_PREFIX@libgdl.h> #endif /** * SECTION:cogl-display * @short_description: Represents a display pipeline * * TODO: We still need to decide if we really need this object or if * it's enough to just have the CoglSwapChain CoglOnscreenTemplate * objects. * * The basic intention is for this object to let the application * specify its display preferences before creating a context, and * there are a few different aspects to this... * * Firstly there is the physical display pipeline that is currently * being used including the digital to analogue conversion hardware * and the screen the user sees. Although we don't have a plan to * expose all the advanced features of arbitrary display hardware with * a Cogl API, some backends may want to expose limited control over * this hardware via Cogl and simpler features like providing a list * of modes to choose from in a UI could be nice too. * * Another aspect is that the display configuration may be tightly * related to how onscreen framebuffers should be configured. In fact * one of the early rationals for this object was to let us handle * GLX's requirement that framebuffers must be "compatible" with the * fbconfig associated with the current context meaning we have to * force the user to describe how they would like to create their * onscreen windows before we can choose a suitable fbconfig and * create a GLContext. * * TODO: continue this thought process and come to a decision... */ typedef struct _CoglDisplay CoglDisplay; #define COGL_DISPLAY(OBJECT) ((CoglDisplay *)OBJECT) #define cogl_display_new cogl_display_new_EXP CoglDisplay * cogl_display_new (CoglRenderer *renderer, CoglOnscreenTemplate *onscreen_template); #define cogl_display_setup cogl_display_setup_EXP gboolean cogl_display_setup (CoglDisplay *display, GError **error); #ifdef COGL_HAS_EGL_PLATFORM_GDL_SUPPORT #define cogl_gdl_display_set_plane \ cogl_gdl_display_set_plane_EXP void cogl_gdl_display_set_plane (CoglDisplay *display, struct gdl_plane *plane); #endif #ifdef COGL_HAS_WAYLAND_EGL_SERVER_SUPPORT void cogl_wayland_display_set_compositor_display (CoglDisplay *display, struct wl_display *wayland_display); #endif G_END_DECLS #endif /* __COGL_DISPLAY_H__ */