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The native window type of the EGL/Android winsys is ANativeWinow*. The Android NDK gives you a pointer to this ANativeWindow and you just need to configure that window using the EGLConfig you are choosing when creating the context. This means you have to know the ANativeWindow* window before creating the context. This is solved here by just having a global variable you can set with cogl_android_set_native_window() before creating the context. This is a bit ugly though, and it conceptually belongs to the OnScreen creation to know which ANativeWindow* to use. This would need a "lazy context creation" mechanism, waiting for the user to create the OnScreen to initialize the GL context. |
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cogl-texture-pixmap-x11-private.h | ||
cogl-texture-pixmap-x11.c | ||
cogl-texture-pixmap-x11.h | ||
cogl-winsys-egl-feature-functions.h | ||
cogl-winsys-egl.c | ||
cogl-winsys-glx-feature-functions.h | ||
cogl-winsys-glx.c | ||
cogl-winsys-private.h | ||
cogl-winsys-sdl.c | ||
cogl-winsys-stub.c | ||
cogl-winsys-wgl-feature-functions.h | ||
cogl-winsys-wgl.c | ||
cogl-winsys.c |