// Copyright (C) 2013-2015 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __IRR_I_CONTEXT_MANAGER_H_INCLUDED__
#define __IRR_I_CONTEXT_MANAGER_H_INCLUDED__

#include "SExposedVideoData.h"
#include "SIrrCreationParameters.h"
#include <string>

namespace irr
{
namespace video
{
	// For system specific window contexts (used for OpenGL)
	class IContextManager : public virtual IReferenceCounted
	{
	public:
        //! Initialize manager with device creation parameters and device window (passed as exposed video data)
        virtual bool initialize(const SIrrlichtCreationParameters& params, const SExposedVideoData& data) =0;

        //! Terminate manager, any cleanup that is left over. Manager needs a new initialize to be usable again
        virtual void terminate() =0;

        //! Create surface based on current window set
        virtual bool generateSurface() =0;

        //! Destroy current surface
        virtual void destroySurface() =0;

        //! Create context based on current surface
        virtual bool generateContext() =0;

        //! Destroy current context
        virtual void destroyContext() =0;

		//! Get current context
		virtual const SExposedVideoData& getContext() const =0;

		//! Change render context, disable old and activate new defined by videoData
		//\param restorePrimaryOnZero When true: restore original driver context when videoData is set to 0 values.
		//                            When false: resets the context when videoData is set to 0 values.
		/** This is mostly used internally by IVideoDriver::beginScene().
			But if you want to switch threads which access your OpenGL driver you will have to
			call this function as follows:
			Old thread gives up context with: activateContext(irr::video::SExposedVideoData());
			New thread takes over context with: activateContext(videoDriver->getExposedVideoData());
			Note that only 1 thread at a time may access an OpenGL context.	*/
		virtual bool activateContext(const SExposedVideoData& videoData, bool restorePrimaryOnZero=false) =0;

		//! Get the address of any OpenGL procedure (including core procedures).
		virtual void* getProcAddress(const std::string &procName) =0;

        //! Swap buffers.
        virtual bool swapBuffers() =0;
	};

} // end namespace video
} // end namespace irr


#endif
