bgfx/include/bgfxplatform.h

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/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef BGFX_PLATFORM_H_HEADER_GUARD
#define BGFX_PLATFORM_H_HEADER_GUARD
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// NOTICE:
// This header file contains platform specific interfaces. It is only
// necessary to use this header in conjunction with creating windows.
#include <bx/bx.h>
namespace bgfx
{
struct RenderFrame
{
enum Enum
{
NoContext,
Render,
Exiting,
Count
};
};
/// WARNING: This call should be only used on platforms that don't
/// allow creating separate rendering thread. If it is called before
/// to bgfx::init, render thread won't be created by bgfx::init call.
RenderFrame::Enum renderFrame();
}
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#if BX_PLATFORM_ANDROID
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# include <android/native_window.h>
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namespace bgfx
{
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///
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void androidSetWindow(::ANativeWindow* _window);
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} // namespace bgfx
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#elif BX_PLATFORM_IOS
namespace bgfx
{
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///
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void iosSetEaglLayer(void* _layer);
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} // namespace bgfx
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#elif BX_PLATFORM_LINUX
# include <X11/Xlib.h>
namespace bgfx
{
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///
void x11SetDisplayWindow(::Display* _display, ::Window _window);
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} // namespace bgfx
#elif BX_PLATFORM_NACL
# include <ppapi/c/ppb_graphics_3d.h>
# include <ppapi/c/ppb_instance.h>
namespace bgfx
{
typedef void (*PostSwapBuffersFn)(uint32_t _width, uint32_t _height);
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///
bool naclSetInterfaces(::PP_Instance, const ::PPB_Instance*, const ::PPB_Graphics3D*, PostSwapBuffersFn);
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} // namespace bgfx
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#elif BX_PLATFORM_OSX
namespace bgfx
{
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///
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void osxSetNSWindow(void* _window);
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} // namespace bgfx
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#elif BX_PLATFORM_WINDOWS
# include <windows.h>
namespace bgfx
{
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///
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void winSetHwnd(::HWND _window);
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} // namespace bgfx
#endif // BX_PLATFORM_
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#if defined(_SDL_H)
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// If SDL.h is included before bgfxplatform.h we can enable SDL window
// interop convenience code.
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# include <SDL2/SDL_syswm.h>
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namespace bgfx
{
///
inline bool sdlSetWindow(SDL_Window* _window)
{
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
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if (!SDL_GetWindowWMInfo(_window, &wmi) )
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{
return false;
}
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# if BX_PLATFORM_LINUX
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x11SetDisplayWindow(wmi.info.x11.display, wmi.info.x11.window);
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# elif BX_PLATFORM_OSX
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osxSetNSWindow(wmi.info.cocoa.window);
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# elif BX_PLATFORM_WINDOWS
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winSetHwnd(wmi.info.win.window);
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# endif // BX_PLATFORM_
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return true;
}
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} // namespace bgfx
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#elif defined(_glfw3_h_)
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// If GLFW/glfw3.h is included before bgfxplatform.h we can enable GLFW3
// window interop convenience code.
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# if BX_PLATFORM_LINUX
# define GLFW_EXPOSE_NATIVE_X11
# define GLFW_EXPOSE_NATIVE_GLX
# elif BX_PLATFORM_OSX
# define GLFW_EXPOSE_NATIVE_COCOA
# define GLFW_EXPOSE_NATIVE_NSGL
# elif BX_PLATFORM_WINDOWS
# define GLFW_EXPOSE_NATIVE_WIN32
# define GLFW_EXPOSE_NATIVE_WGL
# endif //
# include <GLFW/glfw3native.h>
namespace bgfx
{
inline void glfwSetWindow(GLFWwindow* _window)
{
# if BX_PLATFORM_LINUX
::Display* display = glfwGetX11Display();
::Window window = glfwGetX11Window(_window);
x11SetDisplayWindow(display, window);
# elif BX_PLATFORM_OSX
void* id = glfwGetCocoaWindow(_window);
osxSetNSWindow(id);
# elif BX_PLATFORM_WINDOWS
HWND hwnd = glfwGetWin32Window(_window);
winSetHwnd(hwnd);
# endif BX_PLATFORM_WINDOWS
}
} // namespace bgfx
#endif // defined(_SDL_H)
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#endif // BGFX_PLATFORM_H_HEADER_GUARD