mutter/cogl/cogl/cogl-display.h

211 lines
7.3 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_DISPLAY_H__
#define __COGL_DISPLAY_H__
#include <cogl/cogl-renderer.h>
#include <cogl/cogl-onscreen-template.h>
#include <glib-object.h>
COGL_BEGIN_DECLS
/**
* SECTION:cogl-display
* @short_description: Common aspects of a display pipeline
*
* The basic intention for this object is to let the application
* configure common display preferences before creating a context, and
* there are a few different aspects to this...
*
* Firstly there are options directly relating to the physical display
* pipeline that is currently being used including the digital to
* analogue conversion hardware and the screens the user sees.
*
* Another aspect is that display options may constrain or affect how
* onscreen framebuffers should later be configured. The original
* rationale for the display object in fact was to let us handle GLX
* and EGLs requirements that framebuffers must be "compatible" with
* the config 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.
*/
typedef struct _CoglDisplay CoglDisplay;
#define COGL_DISPLAY(OBJECT) ((CoglDisplay *)OBJECT)
/**
* cogl_display_get_gtype:
*
* Returns: a #GType that can be used with the GLib type system.
*/
GType cogl_display_get_gtype (void);
/**
* cogl_display_new:
* @renderer: A #CoglRenderer
* @onscreen_template: A #CoglOnscreenTemplate
*
* Explicitly allocates a new #CoglDisplay object to encapsulate the
* common state of the display pipeline that applies to the whole
* application.
*
* <note>Many applications don't need to explicitly use
* cogl_display_new() and can just jump straight to cogl_context_new()
* and pass a %NULL display argument so Cogl will automatically
* connect and setup a renderer and display.</note>
*
* A @display can only be made for a specific choice of renderer which
* is why this takes the @renderer argument.
*
* A common use for explicitly allocating a display object is to
* define a template for allocating onscreen framebuffers which is
* what the @onscreen_template argument is for, or alternatively
* you can use cogl_display_set_onscreen_template().
*
* When a display is first allocated via cogl_display_new() it is in a
* mutable configuration mode. It's designed this way so we can
* extend the apis available for configuring a display without
* requiring huge numbers of constructor arguments.
*
* When you have finished configuring a display object you can
* optionally call cogl_display_setup() to explicitly apply the
* configuration and check for errors. Alternaitvely you can pass the
* display to cogl_context_new() and Cogl will implicitly apply your
* configuration but if there are errors then the application will
* abort with a message. For simple applications with no fallback
* options then relying on the implicit setup can be fine.
*
* Return value: (transfer full): A newly allocated #CoglDisplay
* object in a mutable configuration mode.
* Since: 1.10
* Stability: unstable
*/
CoglDisplay *
cogl_display_new (CoglRenderer *renderer,
CoglOnscreenTemplate *onscreen_template);
/**
* cogl_display_get_renderer:
* @display: a #CoglDisplay
*
* Queries the #CoglRenderer associated with the given @display.
*
* Return value: (transfer none): The associated #CoglRenderer
*
* Since: 1.10
* Stability: unstable
*/
CoglRenderer *
cogl_display_get_renderer (CoglDisplay *display);
/**
* cogl_display_set_onscreen_template:
* @display: a #CoglDisplay
* @onscreen_template: A template for creating #CoglOnscreen framebuffers
*
* Specifies a template for creating #CoglOnscreen framebuffers.
*
* Depending on the system, the constraints for creating #CoglOnscreen
* framebuffers need to be known before setting up a #CoglDisplay because the
* final setup of the display may constrain how onscreen framebuffers may be
* allocated. If Cogl knows how an application wants to allocate onscreen
* framebuffers then it can try to make sure to setup the display accordingly.
*
* Since: 1.16
* Stability: unstable
*/
void
cogl_display_set_onscreen_template (CoglDisplay *display,
CoglOnscreenTemplate *onscreen_template);
/**
* cogl_display_setup:
* @display: a #CoglDisplay
* @error: return location for a #CoglError
*
* Explicitly sets up the given @display object. Use of this api is
* optional since Cogl will internally setup the display if not done
* explicitly.
*
* When a display is first allocated via cogl_display_new() it is in a
* mutable configuration mode. This allows us to extend the apis
* available for configuring a display without requiring huge numbers
* of constructor arguments.
*
* Its possible to request a configuration that might not be
* supportable on the current system and so this api provides a means
* to apply the configuration explicitly but if it fails then an
* exception will be returned so you can handle the error gracefully
* and perhaps fall back to an alternative configuration.
*
* If you instead rely on Cogl implicitly calling cogl_display_setup()
* for you then if there is an error with the configuration you won't
* get an opportunity to handle that and the application may abort
* with a message. For simple applications that don't have any
* fallback options this behaviour may be fine.
*
* Return value: Returns %TRUE if there was no error, else it returns
* %FALSE and returns an exception via @error.
* Since: 1.10
* Stability: unstable
*/
CoglBool
cogl_display_setup (CoglDisplay *display,
CoglError **error);
/**
* cogl_is_display:
* @object: A #CoglObject pointer
*
* Gets whether the given object references a #CoglDisplay.
*
* Return value: %TRUE if the object references a #CoglDisplay
* and %FALSE otherwise.
* Since: 1.10
* Stability: unstable
*/
CoglBool
cogl_is_display (void *object);
COGL_END_DECLS
#endif /* __COGL_DISPLAY_H__ */