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#ifndef SDL_WINDOWMANAGER_H
#define SDL_WINDOWMANAGER_H
#ifdef USE_TILE_LOCAL
#ifdef USE_SDL
#include "windowmanager.h"
struct SDL_Surface;
struct SDL_VideoInfo;
class SDLWrapper : public WindowManager
{
public:
SDLWrapper();
~SDLWrapper();
// Class functions
virtual int init(coord_def *m_windowsz);
// Environment state functions
virtual void set_window_title(const char *title);
virtual bool set_window_icon(const char* icon_name);
#ifdef TARGET_OS_WINDOWS
virtual void set_window_placement(coord_def *m_windowsz);
#endif
virtual key_mod get_mod_state() const;
virtual void set_mod_state(key_mod mod);
// System time functions
virtual void set_timer(unsigned int interval,
wm_timer_callback callback);
virtual unsigned int get_ticks() const;
virtual void delay(unsigned int ms);
// Event functions
virtual int raise_custom_event();
virtual int wait_event(wm_event *event);
virtual unsigned int get_event_count(wm_event_type type);
// Display functions
virtual void resize(coord_def &m_windowsz);
virtual void swap_buffers();
virtual int screen_width() const;
virtual int screen_height() const;
virtual int desktop_width() const;
virtual int desktop_height() const;
// Texture loading
virtual bool load_texture(GenericTexture *tex, const char *filename,
MipMapOptions mip_opt, unsigned int &orig_width,
unsigned int &orig_height,
tex_proc_func proc = NULL,
bool force_power_of_two = true);
#ifdef __ANDROID__
// Android background/foreground functions
static void appPutToForeground();
static void appPutToBackground();
#endif
protected:
// Helper functions
SDL_Surface *load_image(const char *file) const;
SDL_Surface *m_context;
const SDL_VideoInfo* video_info;
int _desktop_width;
int _desktop_height;
private:
void glDebug(const char *msg);
};
#endif // USE_SDL
#endif // USE_TILE_LOCAL
#endif // SDL_WINDOWMANAGER_H
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