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-rw-r--r--src/core/frontend/emu_window.h48
1 files changed, 3 insertions, 45 deletions
diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h
index 1093800f6..a72df034e 100644
--- a/src/core/frontend/emu_window.h
+++ b/src/core/frontend/emu_window.h
@@ -5,11 +5,14 @@
#include <memory>
#include <utility>
+
#include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
namespace Core::Frontend {
+class GraphicsContext;
+
/// Information for the Graphics Backends signifying what type of screen pointer is in
/// WindowInformation
enum class WindowSystemType {
@@ -22,51 +25,6 @@ enum class WindowSystemType {
};
/**
- * Represents a drawing context that supports graphics operations.
- */
-class GraphicsContext {
-public:
- virtual ~GraphicsContext();
-
- /// Inform the driver to swap the front/back buffers and present the current image
- virtual void SwapBuffers() {}
-
- /// Makes the graphics context current for the caller thread
- virtual void MakeCurrent() {}
-
- /// Releases (dunno if this is the "right" word) the context from the caller thread
- virtual void DoneCurrent() {}
-
- class Scoped {
- public:
- [[nodiscard]] explicit Scoped(GraphicsContext& context_) : context(context_) {
- context.MakeCurrent();
- }
- ~Scoped() {
- if (active) {
- context.DoneCurrent();
- }
- }
-
- /// In the event that context was destroyed before the Scoped is destroyed, this provides a
- /// mechanism to prevent calling a destroyed object's method during the deconstructor
- void Cancel() {
- active = false;
- }
-
- private:
- GraphicsContext& context;
- bool active{true};
- };
-
- /// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
- /// ends
- [[nodiscard]] Scoped Acquire() {
- return Scoped{*this};
- }
-};
-
-/**
* Abstraction class used to provide an interface between emulation code and the frontend
* (e.g. SDL, QGLWidget, GLFW, etc...).
*