4013db8e08
Tie the SDL GL context to the Window, not the context. Deleting the context causes the window to render a frame of black - this keeps the context alive along with the window, so that never happens. Change-Id: Id4df18a6f2fe09f617ec2ff1809d000f18f547ba Reviewed-on: https://skia-review.googlesource.com/107941 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
67 lines
1.3 KiB
C++
67 lines
1.3 KiB
C++
/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef Window_mac_DEFINED
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#define Window_mac_DEFINED
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#include "../Window.h"
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#include "SkChecksum.h"
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#include "SkTDynamicHash.h"
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#include "SDL.h"
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namespace sk_app {
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class Window_mac : public Window {
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public:
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Window_mac()
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: INHERITED()
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, fWindow(nullptr)
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, fWindowID(0)
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, fGLContext(nullptr)
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, fMSAASampleCount(1) {}
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~Window_mac() override { this->closeWindow(); }
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bool initWindow();
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void setTitle(const char*) override;
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void show() override;
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bool attach(BackendType) override;
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void onInval() override;
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static bool HandleWindowEvent(const SDL_Event& event);
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static const Uint32& GetKey(const Window_mac& w) {
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return w.fWindowID;
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}
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static uint32_t Hash(const Uint32& winID) {
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return winID;
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}
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private:
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bool handleEvent(const SDL_Event& event);
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void closeWindow();
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static SkTDynamicHash<Window_mac, Uint32> gWindowMap;
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SDL_Window* fWindow;
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Uint32 fWindowID;
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SDL_GLContext fGLContext;
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int fMSAASampleCount;
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typedef Window INHERITED;
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};
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} // namespace sk_app
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#endif
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