OpenGL.platform.baseplatform
Base class for platform implementations
Functions
Classes
class _CheckContext(
object
):
class _NullFunctionPointer(
object
):
class BasePlatform(
object
):
Base class for per-platform implementations
Attributes of note:
- EXPORTED_NAMES
- set of names exported via the platform module's namespace...
GL, GLU, GLUT, GLE, GLES1, GLES2, GLES3 -- ctypes libraries
- DEFAULT_FUNCTION_TYPE
- used as the default function type for functions unless overridden on a per-DLL basis with a "FunctionType" member
- GLUT_GUARD_CALLBACKS
- if True, the GLUT wrappers will provide guarding wrappers to prevent GLUT errors with uninitialised GLUT.
- EXTENSIONS_USE_BASE_FUNCTIONS
- if True, uses regular dll attribute-based lookup to retrieve extension function pointers.
CurrentContextIsValid
OpenGL
constructFunction(
self
,
functionName
,
dll
,
resultType
= <class 'ctypes.c_int'>
,
argTypes
= ()
,
doc
= None
,
argNames
= ()
,
extension
= None
,
deprecated
= False
,
module
= None
,
force_extension
= False
,
error_checker
= None
)
Core operation to create a new base ctypes function
raises AttributeError if can't find the procedure...
copyBaseFunction(
self
,
original
)
Create a new base function based on an already-created function
This is normally used to provide type-specific convenience versions of
a definition created by the automated generator.
createBaseFunction(
self
,
functionName
,
dll
,
resultType
= <class 'ctypes.c_int'>
,
argTypes
= ()
,
doc
= None
,
argNames
= ()
,
extension
= None
,
deprecated
= False
,
module
= None
,
error_checker
= None
)
Create a base function for given name
Normally you can just use the dll.name hook to get the object,
but we want to be able to create different bindings for the
same function, so we do the work manually here to produce a
base function from a DLL.
createExtensionFunction(
self
,
functionName
,
dll
,
resultType
= <class 'ctypes.c_int'>
,
argTypes
= ()
,
doc
= None
,
argNames
= ()
,
extension
= None
,
deprecated
= False
,
module
= None
,
error_checker
= None
)
Create a base function for given name
Normally you can just use the dll.name hook to get the object,
but we want to be able to create different bindings for the
same function, so we do the work manually here to produce a
base function from a DLL.
errorChecking(
self
,
func
,
dll
,
error_checker
= None
)
Add error checking to the function if appropriate
class lazy_property(
object
):