100 lines
3.1 KiB
Objective-C
100 lines
3.1 KiB
Objective-C
// Filename: cocoaGraphicsPipe.h
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// Created by: rdb (14May12)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef COCOAGRAPHICSPIPE_H
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#define COCOAGRAPHICSPIPE_H
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#include "pandabase.h"
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#include "graphicsWindow.h"
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#include "graphicsPipe.h"
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#include "lightMutex.h"
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#include "lightReMutex.h"
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#ifdef __OBJC__
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#import <AppKit/NSScreen.h>
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#else
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struct NSScreen;
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#endif
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#include <ApplicationServices/ApplicationServices.h>
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class FrameBufferProperties;
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////////////////////////////////////////////////////////////////////
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// Class : CocoaGraphicsPipe
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// Description : This graphics pipe represents the interface for
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// creating OpenGL graphics windows on a Cocoa-based
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// (e.g. Mac OS X) client.
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////////////////////////////////////////////////////////////////////
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class CocoaGraphicsPipe : public GraphicsPipe {
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public:
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CocoaGraphicsPipe();
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CocoaGraphicsPipe(CGDirectDisplayID display);
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CocoaGraphicsPipe(NSScreen *screen);
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virtual ~CocoaGraphicsPipe();
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INLINE CGDirectDisplayID get_display_id() const;
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INLINE NSScreen *get_nsscreen() const;
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virtual string get_interface_name() const;
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static PT(GraphicsPipe) pipe_constructor();
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public:
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virtual PreferredWindowThread get_preferred_window_thread() const;
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protected:
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virtual PT(GraphicsOutput) make_output(const string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsEngine *engine,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host,
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int retry,
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bool &precertify);
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virtual PT(GraphicsStateGuardian) make_callback_gsg(GraphicsEngine *engine);
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private:
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void load_display_information();
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// _display and _screen refer to the same thing,
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// NSScreen being the tiny Cocoa wrapper around the Quartz
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// display ID. NSScreen isn't generally useful, but we need
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// it when creating the window.
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CGDirectDisplayID _display;
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NSScreen *_screen;
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friend class CocoaGraphicsWindow;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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GraphicsPipe::init_type();
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register_type(_type_handle, "CocoaGraphicsPipe",
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GraphicsPipe::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "cocoaGraphicsPipe.I"
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#endif
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