blender/source/gameengine/BlenderRoutines/KX_BlenderGL.h
Brecht Van Lommel feeab1ad53 Fix #34997: when starting the game engine in one window and switching to a second
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.

Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-18 16:28:39 +00:00

69 lines
2.1 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file KX_BlenderGL.h
* \ingroup blroutines
*/
#ifndef __KX_BLENDERGL_H__
#define __KX_BLENDERGL_H__
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
struct ARegion;
struct bScreen;
struct wmWindow;
struct wmWindowManager;
// special swapbuffers, that takes care of which area (viewport) needs to be swapped
void BL_SwapBuffers(struct wmWindow *win);
void BL_MakeDrawable(struct wmWindowManager *wm, struct wmWindow *win);
void BL_warp_pointer(struct wmWindow *win,int x,int y);
void BL_MakeScreenShot(struct bScreen *screen, struct ScrArea *curarea, const char *filename);
void BL_HideMouse(struct wmWindow *win);
void BL_NormalMouse(struct wmWindow *win);
void BL_WaitMouse(struct wmWindow *win);
void BL_draw_gamedebug_box(int xco, int yco, int width, int height, float percentage);
void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* color, double* mat, float aspect);
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height);
void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int width, int height);
#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* __KX_BLENDERGL_H__ */