// // Class Fl_Wayland_Gl_Window_Driver for the Fast Light Tool Kit (FLTK). // // Copyright 2021-2022 by Bill Spitzak and others. // // This library is free software. Distribution and use rights are outlined in // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // // https://www.fltk.org/COPYING.php // // Please see the following page on how to report bugs and issues: // // https://www.fltk.org/bugs.php // #ifndef FL_WINAPI_GL_WINDOW_DRIVER_H #define FL_WINAPI_GL_WINDOW_DRIVER_H #include #if HAVE_GL #include #include "../../Fl_Gl_Window_Driver.H" #include /* Implementation note about OpenGL drawing on the Wayland platform After eglCreateWindowSurface() with attributes {EGL_RENDER_BUFFER, EGL_SINGLE_BUFFER, EGL_NONE}, eglQueryContext() reports that EGL_RENDER_BUFFER equals EGL_BACK_BUFFER. This experiment suggests that the platform only supports double-buffer drawing. Consequently, FL_DOUBLE is enforced in all Fl_Gl_Window::mode_ values under Wayland. */ class Fl_WinAPI_Gl_Window_Driver : public Fl_Gl_Window_Driver { friend Fl_Gl_Window_Driver* Fl_Gl_Window_Driver::newGlWindowDriver(Fl_Gl_Window *); Fl_WinAPI_Gl_Window_Driver(Fl_Gl_Window *win) : Fl_Gl_Window_Driver(win) {} virtual float pixels_per_unit(); virtual int mode_(int m, const int *a); virtual void make_current_after(); virtual void swap_buffers(); virtual void invalidate() {} virtual int flush_begin(char& valid_f); virtual Fl_Gl_Choice *find(int m, const int *alistp); virtual GLContext create_gl_context(Fl_Window* window, const Fl_Gl_Choice* g, int layer = 0); virtual void set_gl_context(Fl_Window* w, GLContext context); virtual void delete_gl_context(GLContext); virtual void make_overlay_current(); virtual void redraw_overlay(); virtual void* GetProcAddress(const char *procName); virtual void draw_string_legacy(const char* str, int n); virtual void gl_bitmap_font(Fl_Font_Descriptor *fl_fontsize); virtual void get_list(Fl_Font_Descriptor *fd, int r); virtual int genlistsize(); #if HAVE_GL_OVERLAY virtual void gl_hide_before(void *& overlay); virtual int can_do_overlay(); virtual int overlay_color(Fl_Color i); void make_overlay(void*&overlay); #endif }; #endif // HAVE_GL #endif // FL_WINAPI_GL_WINDOW_DRIVER_H