-Camera3D*
-WindowSystemAdapter::registerCamera3D(GraphicsWindow* gw, Camera* camera,
- const string& cameraName)
-{
- Camera3D* camera3D = new Camera3D(gw, camera, cameraName);
- cameras.push_back(camera3D);
- return camera3D;
-}
-
-GraphicsWindow*
-WindowSystemAdapter::getGUIWindow()
-{
- WindowVector::const_iterator contextIter
- = std::find_if(windows.begin(), windows.end(),
- FlagTester<GraphicsWindow>(GraphicsWindow::GUI));
- if (contextIter == windows.end())
- return 0;
- else
- return contextIter->get();
-}
-
-int
-WindowSystemAdapter::getGUIWindowID()
-{
- const GraphicsWindow* gw = getGUIWindow();
- if (!gw)
- return -1;
- else
- return gw->id;
-}
-
-GraphicsContext*
-WindowSystemAdapter::getGUIGraphicsContext()
-{
- GraphicsWindow* gw = getGUIWindow();
- if (!gw)
- return 0;
- else
- return gw->gc.get();
-}
-
-
+// The pu getWindow callback is supposed to return a window ID that
+// would allow drawing a GUI on different windows. All that stuff is
+// broken in multi-threaded OSG, and we only have one GUI "window"
+// anyway, so just return a constant.