//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #pragma once //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #include namespace sf { namespace priv { class GlContext; } struct ContextSettings; using GlFunctionPointer = void (*)(); //////////////////////////////////////////////////////////// /// \brief Class holding a valid drawing context /// //////////////////////////////////////////////////////////// class SFML_WINDOW_API Context : GlResource { public: //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// The constructor creates and activates the context /// //////////////////////////////////////////////////////////// Context(); //////////////////////////////////////////////////////////// /// \brief Destructor /// /// The destructor deactivates and destroys the context /// //////////////////////////////////////////////////////////// ~Context(); //////////////////////////////////////////////////////////// /// \brief Deleted copy constructor /// //////////////////////////////////////////////////////////// Context(const Context&) = delete; //////////////////////////////////////////////////////////// /// \brief Deleted copy assignment /// //////////////////////////////////////////////////////////// Context& operator=(const Context&) = delete; //////////////////////////////////////////////////////////// /// \brief Move constructor /// //////////////////////////////////////////////////////////// Context(Context&& context) noexcept; //////////////////////////////////////////////////////////// /// \brief Move assignment /// //////////////////////////////////////////////////////////// Context& operator=(Context&& context) noexcept; //////////////////////////////////////////////////////////// /// \brief Activate or deactivate explicitly the context /// /// \param active `true` to activate, `false` to deactivate /// /// \return `true` on success, `false` on failure /// //////////////////////////////////////////////////////////// [[nodiscard]] bool setActive(bool active); //////////////////////////////////////////////////////////// /// \brief Get the settings of the context /// /// Note that these settings may be different than the ones /// passed to the constructor; they are indeed adjusted if the /// original settings are not directly supported by the system. /// /// \return Structure containing the settings /// //////////////////////////////////////////////////////////// [[nodiscard]] const ContextSettings& getSettings() const; //////////////////////////////////////////////////////////// /// \brief Check whether a given OpenGL extension is available /// /// \param name Name of the extension to check for /// /// \return `true` if available, `false` if unavailable /// //////////////////////////////////////////////////////////// [[nodiscard]] static bool isExtensionAvailable(std::string_view name); //////////////////////////////////////////////////////////// /// \brief Get the address of an OpenGL function /// /// On Windows when not using OpenGL ES, a context must be /// active for this function to succeed. /// /// \param name Name of the function to get the address of /// /// \return Address of the OpenGL function, 0 on failure /// //////////////////////////////////////////////////////////// [[nodiscard]] static GlFunctionPointer getFunction(const char* name); //////////////////////////////////////////////////////////// /// \brief Get the currently active context /// /// This function will only return `sf::Context` objects. /// Contexts created e.g. by RenderTargets or for internal /// use will not be returned by this function. /// /// \return The currently active context or `nullptr` if none is active /// //////////////////////////////////////////////////////////// [[nodiscard]] static const Context* getActiveContext(); //////////////////////////////////////////////////////////// /// \brief Get the currently active context's ID /// /// The context ID is used to identify contexts when /// managing unshareable OpenGL resources. /// /// \return The active context's ID or 0 if no context is currently active /// //////////////////////////////////////////////////////////// [[nodiscard]] static std::uint64_t getActiveContextId(); //////////////////////////////////////////////////////////// /// \brief Construct a in-memory context /// /// This constructor is for internal use, you don't need /// to bother with it. /// /// \param settings Creation parameters /// \param size Back buffer size /// //////////////////////////////////////////////////////////// Context(const ContextSettings& settings, Vector2u size); private: //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// std::unique_ptr m_context; //!< Internal OpenGL context }; } // namespace sf //////////////////////////////////////////////////////////// /// \class sf::Context /// \ingroup window /// /// If you need to make OpenGL calls without having an /// active window (like in a thread), you can use an /// instance of this class to get a valid context. /// /// Having a valid context is necessary for *every* OpenGL call. /// /// Note that a context is only active in its current thread, /// if you create a new thread it will have no valid context /// by default. /// /// To use a `sf::Context` instance, just construct it and let it /// live as long as you need a valid context. No explicit activation /// is needed, all it has to do is to exist. Its destructor /// will take care of deactivating and freeing all the attached /// resources. /// /// Usage example: /// \code /// void threadFunction(void*) /// { /// sf::Context context; /// // from now on, you have a valid context /// /// // you can make OpenGL calls /// glClear(GL_DEPTH_BUFFER_BIT); /// } /// // the context is automatically deactivated and destroyed /// // by the sf::Context destructor /// \endcode /// ////////////////////////////////////////////////////////////