This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/windowmanager/wm_window.h
Sebastian Parborg 3195a38120 Introduce headless OpenGL rendering on Linux
With this patch true headless OpenGL rendering is now possible on Linux.
It changes the logic of the WITH_HEADLESS build flag.

The headless backend is now always available with regular builds and
Blender will try to fall back to it if it fails to initialize other
backends while in background mode.

The headless backend only works on Linux as EGL is not used on Mac or Windows.
libepoxy does support windows and mac, so this can perhaps be remedied in the future.

Reviewed By: Brecht, Jeroen, Campbell

Differential Revision: http://developer.blender.org/D15555
2022-08-15 16:54:29 +02:00

140 lines
4.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2007 Blender Foundation. All rights reserved. */
/** \file
* \ingroup wm
*/
#pragma once
struct wmOperator;
#ifdef __cplusplus
extern "C" {
#endif
/* *************** internal api ************** */
/**
* \note #bContext can be null in background mode because we don't
* need to event handling.
*/
void wm_ghost_init(bContext *C);
void wm_ghost_init_background(void);
void wm_ghost_exit(void);
/**
* This one should correctly check for apple top header...
* done for Cocoa: returns window contents (and not frame) max size.
*/
void wm_get_screensize(int *r_width, int *r_height);
/**
* Size of all screens (desktop), useful since the mouse is bound by this.
*/
void wm_get_desktopsize(int *r_width, int *r_height);
/**
* Don't change context itself.
*/
wmWindow *wm_window_new(const struct Main *bmain,
wmWindowManager *wm,
wmWindow *parent,
bool dialog);
/**
* Part of `wm_window.c` API.
*/
wmWindow *wm_window_copy(
struct Main *bmain, wmWindowManager *wm, wmWindow *win_src, bool duplicate_layout, bool child);
/**
* A higher level version of copy that tests the new window can be added.
* (called from the operator directly).
*/
wmWindow *wm_window_copy_test(bContext *C, wmWindow *win_src, bool duplicate_layout, bool child);
/**
* Including window itself.
* \param C: can be NULL.
* \note #ED_screen_exit should have been called.
*/
void wm_window_free(bContext *C, wmWindowManager *wm, wmWindow *win);
/**
* This is event from ghost, or exit-Blender operator.
*/
void wm_window_close(bContext *C, wmWindowManager *wm, wmWindow *win);
void wm_window_title(wmWindowManager *wm, wmWindow *win);
/**
* Initialize #wmWindow without `ghostwin`, open these and clear.
*
* Window size is read from window, if 0 it uses prefsize
* called in #WM_check, also initialize stuff after file read.
*
* \warning After running, `win->ghostwin` can be NULL in rare cases
* (where OpenGL driver fails to create a context for eg).
* We could remove them with #wm_window_ghostwindows_remove_invalid
* but better not since caller may continue to use.
* Instead, caller needs to handle the error case and cleanup.
*/
void wm_window_ghostwindows_ensure(wmWindowManager *wm);
/**
* Call after #wm_window_ghostwindows_ensure or #WM_check
* (after loading a new file) in the unlikely event a window couldn't be created.
*/
void wm_window_ghostwindows_remove_invalid(bContext *C, wmWindowManager *wm);
void wm_window_process_events(const bContext *C);
void wm_window_clear_drawable(wmWindowManager *wm);
void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win);
/**
* Reset active the current window opengl drawing context.
*/
void wm_window_reset_drawable(void);
void wm_window_raise(wmWindow *win);
void wm_window_lower(wmWindow *win);
void wm_window_set_size(wmWindow *win, int width, int height);
void wm_window_get_position(wmWindow *win, int *r_pos_x, int *r_pos_y);
/**
* \brief Push rendered buffer to the screen.
*/
void wm_window_swap_buffers(wmWindow *win);
void wm_window_set_swap_interval(wmWindow *win, int interval);
bool wm_window_get_swap_interval(wmWindow *win, int *intervalOut);
void wm_cursor_position_get(wmWindow *win, int *r_x, int *r_y);
void wm_cursor_position_from_ghost_screen_coords(wmWindow *win, int *r_x, int *r_y);
void wm_cursor_position_to_ghost_screen_coords(wmWindow *win, int *x, int *y);
void wm_cursor_position_from_ghost_client_coords(wmWindow *win, int *x, int *y);
void wm_cursor_position_to_ghost_client_coords(wmWindow *win, int *x, int *y);
#ifdef WITH_INPUT_IME
void wm_window_IME_begin(wmWindow *win, int x, int y, int w, int h, bool complete);
void wm_window_IME_end(wmWindow *win);
#endif
/* *************** window operators ************** */
int wm_window_close_exec(bContext *C, struct wmOperator *op);
/**
* Full-screen operator callback.
*/
int wm_window_fullscreen_toggle_exec(bContext *C, struct wmOperator *op);
/**
* Call the quit confirmation prompt or exit directly if needed. The use can
* still cancel via the confirmation popup. Also, this may not quit Blender
* immediately, but rather schedule the closing.
*
* \param win: The window to show the confirmation popup/window in.
*/
void wm_quit_with_optional_confirmation_prompt(bContext *C, wmWindow *win) ATTR_NONNULL();
int wm_window_new_exec(bContext *C, struct wmOperator *op);
int wm_window_new_main_exec(bContext *C, struct wmOperator *op);
void wm_test_autorun_revert_action_set(struct wmOperatorType *ot, struct PointerRNA *ptr);
void wm_test_autorun_warning(bContext *C);
#ifdef __cplusplus
}
#endif