Add back X11 support to EGL

Refactor the EGL backend to provide a platform separation here, which is
better abstracted away than the old EGL/X11 implementation.
This commit is contained in:
Jasper St. Pierre
2014-08-09 10:31:27 -04:00
parent e39543b963
commit 271efb450c
8 changed files with 134 additions and 23 deletions

View File

@ -74,16 +74,22 @@ set(ANDROID_SRCS Android/ButtonManager.cpp
if(USE_EGL)
set(SRCS ${SRCS} GLInterface/EGL.cpp)
else()
if(WIN32)
set(SRCS ${SRCS} GLInterface/WGL.cpp)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(SRCS ${SRCS} GLInterface/AGL.cpp)
else()
set(SRCS ${SRCS} GLInterface/GLX.cpp
GLInterface/X11_Util.cpp)
if(ANDROID)
set(SRCS ${SRCS} GLInterface/EGLAndroid.cpp)
elseif(USE_X11)
set(SRCS ${SRCS} GLInterface/EGLX11.cpp)
endif()
endif()
if(WIN32)
set(SRCS ${SRCS} GLInterface/WGL.cpp)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(SRCS ${SRCS} GLInterface/AGL.cpp)
elseif(USE_X11)
set(SRCS ${SRCS} GLInterface/GLX.cpp
GLInterface/X11_Util.cpp)
endif()
set(SRCS ${SRCS} GLInterface/GLInterface.cpp)
set(NOGUI_SRCS MainNoGUI.cpp)