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#pragma once
#include "context.h"
#include "../../glad/glad_glx.h"
#include "x11_window.h"
namespace GL {
class ContextGLX final : public Context
{
public:
ContextGLX(const WindowInfo& wi);
~ContextGLX() override;
static std::unique_ptr<Context> Create(const WindowInfo& wi, const Version* versions_to_try,
size_t num_versions_to_try);
void* GetProcAddress(const char* name) override;
bool ChangeSurface(const WindowInfo& new_wi) override;
void ResizeSurface(u32 new_surface_width = 0, u32 new_surface_height = 0) override;
bool SwapBuffers() override;
bool MakeCurrent() override;
bool DoneCurrent() override;
bool SetSwapInterval(s32 interval) override;
std::unique_ptr<Context> CreateSharedContext(const WindowInfo& wi) override;
private:
ALWAYS_INLINE Display* GetDisplay() const { return static_cast<Display*>(m_wi.display_connection); }
ALWAYS_INLINE GLXDrawable GetDrawable() const { return static_cast<GLXDrawable>(m_window.GetWindow()); }
bool Initialize(const Version* versions_to_try, size_t num_versions_to_try);
bool CreateWindow(int screen);
bool CreateAnyContext(GLXContext share_context, bool make_current);
bool CreateVersionContext(const Version& version, GLXContext share_context, bool make_current);
GLXContext m_context = nullptr;
GLXFBConfig m_fb_config = {};
XVisualInfo* m_vi = nullptr;
X11Window m_window;
// GLAD releases its reference to libGL.so, so we need to maintain our own.
void* m_libGL_handle = nullptr;
};
} // namespace GL
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