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42 lines
1.6 KiB
C++
42 lines
1.6 KiB
C++
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#pragma once
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#include "opengl_context_egl.h"
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#include <wayland-egl.h>
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class OpenGLContextEGLWayland final : public OpenGLContextEGL
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{
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public:
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OpenGLContextEGLWayland();
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~OpenGLContextEGLWayland() override;
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static std::unique_ptr<OpenGLContext> Create(WindowInfo& wi, SurfaceHandle* surface,
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std::span<const Version> versions_to_try, Error* error);
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std::unique_ptr<OpenGLContext> CreateSharedContext(WindowInfo& wi, SurfaceHandle* surface, Error* error) override;
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void ResizeSurface(WindowInfo& wi, SurfaceHandle handle) override;
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protected:
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EGLDisplay GetPlatformDisplay(const WindowInfo& wi, Error* error) override;
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EGLSurface CreatePlatformSurface(EGLConfig config, const WindowInfo& wi, Error* error) override;
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void DestroyPlatformSurface(EGLSurface surface) override;
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private:
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// Truely awful, I hate this so much, and all this work for a bloody windowing system where
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// we can't even position windows to begin with, which makes multi-window kinda pointless...
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using WLWindowMap = std::unordered_map<EGLSurface, struct wl_egl_window*>;
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bool LoadModule(Error* error);
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void* m_wl_module = nullptr;
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wl_egl_window* (*m_wl_egl_window_create)(struct wl_surface* surface, int width, int height);
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void (*m_wl_egl_window_destroy)(struct wl_egl_window* egl_window);
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void (*m_wl_egl_window_resize)(struct wl_egl_window* egl_window, int width, int height, int dx, int dy);
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WLWindowMap m_wl_window_map;
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};
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