mutter/cogl/cogl-display.h
Robert Bragg d40cdfa3e1 Moves all GLX code down from Clutter to Cogl
This migrates all the GLX window system code down from the Clutter
backend code into a Cogl winsys. Moving OpenGL window system binding
code down from Clutter into Cogl is the biggest blocker to having Cogl
become a standalone 3D graphics library, so this is an important step in
that direction.
2011-04-11 17:54:36 +01:00

89 lines
3.0 KiB
C

/*
* 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
* <http://www.gnu.org/licenses/>.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_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>
G_BEGIN_DECLS
/**
* 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);
G_END_DECLS
#endif /* __COGL_DISPLAY_H__ */