//======================================================================== // GLFW - An OpenGL library // Platform: Cocoa/NSOpenGL // API Version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2009-2010 Camilla Berglund // // 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. // //======================================================================== #include "internal.h" ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Make the OpenGL context associated with the specified window current //======================================================================== void _glfwPlatformMakeContextCurrent(_GLFWwindow* window) { if (window) [window->NSGL.context makeCurrentContext]; else [NSOpenGLContext clearCurrentContext]; } //======================================================================== // Swap buffers //======================================================================== void _glfwPlatformSwapBuffers(_GLFWwindow* window) { // ARP appears to be unnecessary, but this is future-proof [window->NSGL.context flushBuffer]; } //======================================================================== // Set double buffering swap interval //======================================================================== void _glfwPlatformSwapInterval(int interval) { _GLFWwindow* window = _glfwLibrary.currentWindow; GLint sync = interval; [window->NSGL.context setValues:&sync forParameter:NSOpenGLCPSwapInterval]; } //======================================================================== // Check if an OpenGL extension is available at runtime //======================================================================== int _glfwPlatformExtensionSupported(const char* extension) { // There are no NSGL extensions return GL_FALSE; } //======================================================================== // Get the function pointer to an OpenGL function //======================================================================== GLFWglproc _glfwPlatformGetProcAddress(const char* procname) { CFStringRef symbolName = CFStringCreateWithCString(kCFAllocatorDefault, procname, kCFStringEncodingASCII); GLFWglproc symbol = CFBundleGetFunctionPointerForName(_glfwLibrary.NSGL.framework, symbolName); CFRelease(symbolName); return symbol; } //======================================================================== // Copies the specified OpenGL state categories from src to dst //======================================================================== void _glfwPlatformCopyContext(_GLFWwindow* src, _GLFWwindow* dst, unsigned long mask) { [dst->NSGL.context copyAttributesFromContext:src->NSGL.context withMask:mask]; }