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More SDL GL context refactor
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@@ -9,13 +9,13 @@
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class SDLGLGraphicsContext : public GraphicsContext {
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public:
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SDLGLGraphicsContext(int force_gl_version) : force_gl_version_(force_gl_version) {}
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SDLGLGraphicsContext() {}
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bool InitAPI(void *wnd, std::string *deviceName, std::string *errorMessage) override;
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void ShutdownAPI() override;
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// Returns 0 on success.
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// data1 should be a *pointer* to the SDL_Window pointer, data2 is the SDL_WindowFlags.
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// data1 should be the SDL_Window pointer, data2 is the SDL_WindowFlags.
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bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *error_message) override;
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void ShutdownSurface() override;
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@@ -43,6 +43,7 @@ private:
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Draw::DrawContext *draw_ = nullptr;
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SDL_Window *window_ = nullptr;
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SDL_GLContext glContext_ = nullptr;
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int force_gl_version_ = 0;
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GLRenderManager *renderManager_ = nullptr;
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};
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SDL_Window *CreateSDLGLWindowAndContext(int x, int y, int w, int h, int mode, int forceGLVersion, SDL_GLContext *glContextOut);
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