#pragma once #include <thread> #include <string> #include <functional> #include "AndroidGraphicsContext.h" #include "thin3d/GLRenderManager.h" // Doesn't do much. Just to fit in. class AndroidJavaEGLGraphicsContext : public AndroidGraphicsContext { public: AndroidJavaEGLGraphicsContext(); ~AndroidJavaEGLGraphicsContext() { delete draw_; } bool Initialized() override { return draw_ != nullptr; } // This performs the actual initialization, bool InitFromRenderThread(ANativeWindow *wnd, int desiredBackbufferSizeX, int desiredBackbufferSizeY, int backbufferFormat, int androidVersion) override; void ShutdownFromRenderThread() override; void Shutdown() override; void SwapBuffers() override {} void SwapInterval(int interval) override {} void Resize() override {} Draw::DrawContext *GetDrawContext() override { return draw_; } void ThreadStart() override { renderManager_->ThreadStart(); } bool ThreadFrame() override { return renderManager_->ThreadFrame(); } void ThreadEnd() override { renderManager_->ThreadEnd(); } private: Draw::DrawContext *draw_ = nullptr; GLRenderManager *renderManager_ = nullptr; };