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git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1239 4e206d99-4929-0410-ac5d-dfc041789085
332 lines
13 KiB
C++
332 lines
13 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_WINDOW_HPP
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#define SFML_WINDOW_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Event.hpp>
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#include <SFML/Window/Input.hpp>
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#include <SFML/Window/VideoMode.hpp>
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#include <SFML/Window/WindowHandle.hpp>
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#include <SFML/Window/WindowListener.hpp>
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#include <SFML/Window/ContextSettings.hpp>
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#include <SFML/Window/WindowStyle.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <queue>
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#include <string>
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namespace sf
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{
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namespace priv
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{
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class WindowImpl;
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class ContextGL;
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}
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////////////////////////////////////////////////////////////
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/// Window is a rendering window ; it can create a new window
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/// or connect to an existing one
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////////////////////////////////////////////////////////////
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class SFML_API Window : public WindowListener, NonCopyable
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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///
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////////////////////////////////////////////////////////////
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Window();
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////////////////////////////////////////////////////////////
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/// Construct a new window
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///
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/// \param mode : Video mode to use
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/// \param title : Title of the window
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/// \param style : Window style
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/// \param settings : Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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Window(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// Construct the window from an existing control
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///
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/// \param handle : Platform-specific handle of the control
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/// \param settings : Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// Destructor
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///
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////////////////////////////////////////////////////////////
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virtual ~Window();
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////////////////////////////////////////////////////////////
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/// Create (or recreate) the window
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///
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/// \param mode : Video mode to use
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/// \param title : Title of the window
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/// \param style : Window style
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/// \param Settings : Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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void Create(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// Create (or recreate) the window from an existing control
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///
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/// \param handle : Platform-specific handle of the control
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/// \param settings : Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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void Create(WindowHandle handle, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// Close (destroy) the window.
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/// The sf::Window instance remains valid and you can call
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/// Create to recreate the window
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///
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////////////////////////////////////////////////////////////
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void Close();
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////////////////////////////////////////////////////////////
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/// Tell whether or not the window is opened (ie. has been created).
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/// Note that a hidden window (Show(false))
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/// will still return true
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///
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/// \return True if the window is opened
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///
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////////////////////////////////////////////////////////////
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bool IsOpened() const;
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////////////////////////////////////////////////////////////
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/// Get the width of the rendering region of the window
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///
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/// \return Width in pixels
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///
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////////////////////////////////////////////////////////////
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unsigned int GetWidth() const;
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////////////////////////////////////////////////////////////
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/// Get the height of the rendering region of the window
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///
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/// \return Height in pixels
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///
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////////////////////////////////////////////////////////////
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unsigned int GetHeight() const;
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////////////////////////////////////////////////////////////
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/// Get the settinsg of the OpenGL context of the window
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///
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/// \return Structure containing the context settings
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///
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////////////////////////////////////////////////////////////
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const ContextSettings& GetSettings() const;
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////////////////////////////////////////////////////////////
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/// Get the event on top of events stack, if any, and pop it
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///
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/// \param event : Event to fill, if any
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///
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/// \return True if an event was returned, false if events stack was empty
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///
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////////////////////////////////////////////////////////////
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bool GetEvent(Event& event);
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////////////////////////////////////////////////////////////
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/// Enable / disable vertical synchronization
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///
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/// \param enabled : True to enable v-sync, false to deactivate
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///
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////////////////////////////////////////////////////////////
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void UseVerticalSync(bool enabled);
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////////////////////////////////////////////////////////////
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/// Show or hide the mouse cursor
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///
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/// \param show : True to show, false to hide
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///
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////////////////////////////////////////////////////////////
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void ShowMouseCursor(bool show);
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////////////////////////////////////////////////////////////
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/// Change the position of the mouse cursor
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///
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/// \param left : Left coordinate of the cursor, relative to the window
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/// \param top : Top coordinate of the cursor, relative to the window
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///
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////////////////////////////////////////////////////////////
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void SetCursorPosition(unsigned int left, unsigned int top);
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////////////////////////////////////////////////////////////
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/// Change the position of the window on screen.
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/// Only works for top-level windows
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///
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/// \param left : Left position
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/// \param top : Top position
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///
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////////////////////////////////////////////////////////////
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void SetPosition(int left, int top);
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////////////////////////////////////////////////////////////
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/// Change the size of the rendering region of the window
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///
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/// \param width : New width
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/// \param height : New height
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///
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////////////////////////////////////////////////////////////
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void SetSize(unsigned int width, unsigned int height);
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////////////////////////////////////////////////////////////
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/// Show or hide the window
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///
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/// \param show : True to show, false to hide
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///
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////////////////////////////////////////////////////////////
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void Show(bool show);
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////////////////////////////////////////////////////////////
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/// Enable or disable automatic key-repeat.
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/// Automatic key-repeat is enabled by default
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///
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/// \param Enabled : True to enable, false to disable
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///
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////////////////////////////////////////////////////////////
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void EnableKeyRepeat(bool Enabled);
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////////////////////////////////////////////////////////////
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/// Change the window's icon
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///
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/// \param width : Icon's width, in pixels
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/// \param height : Icon's height, in pixels
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/// \param pixels : Pointer to the pixels in memory, format must be RGBA 32 bits
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///
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////////////////////////////////////////////////////////////
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void SetIcon(unsigned int width, unsigned int height, const Uint8* pixels);
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////////////////////////////////////////////////////////////
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/// Activate or deactivate the window as the current target
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/// for rendering
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///
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/// \param active : True to activate, false to deactivate
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool SetActive(bool active = true) const;
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////////////////////////////////////////////////////////////
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/// Display the window on screen
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///
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////////////////////////////////////////////////////////////
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void Display();
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////////////////////////////////////////////////////////////
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/// Get the input manager of the window
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///
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/// \return Reference to the input
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///
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////////////////////////////////////////////////////////////
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const Input& GetInput() const;
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////////////////////////////////////////////////////////////
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/// Limit the framerate to a maximum fixed frequency
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///
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/// \param limit : Framerate limit, in frames per seconds (use 0 to disable limit)
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///
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////////////////////////////////////////////////////////////
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void SetFramerateLimit(unsigned int limit);
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////////////////////////////////////////////////////////////
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/// Get time elapsed since last frame
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///
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/// \return Time elapsed, in seconds
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///
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////////////////////////////////////////////////////////////
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float GetFrameTime() const;
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////////////////////////////////////////////////////////////
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/// Change the joystick threshold, ie. the value below which
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/// no move event will be generated
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///
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/// \param threshold : New threshold, in range [0, 100]
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///
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////////////////////////////////////////////////////////////
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void SetJoystickThreshold(float threshold);
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private :
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////////////////////////////////////////////////////////////
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/// Called after the window has been created
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///
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////////////////////////////////////////////////////////////
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virtual void OnCreate();
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////////////////////////////////////////////////////////////
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/// Called before the window has been displayed
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///
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////////////////////////////////////////////////////////////
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virtual void OnDisplay();
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////////////////////////////////////////////////////////////
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/// /see WindowListener::OnEvent
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///
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/// \param event : Event received
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///
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////////////////////////////////////////////////////////////
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virtual void OnEvent(const Event& event);
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////////////////////////////////////////////////////////////
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/// Do some common internal initializations
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///
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////////////////////////////////////////////////////////////
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void Initialize();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::WindowImpl* myWindow; ///< Platform-specific implementation of the window
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priv::ContextGL* myContext; ///< Platform-specific implementation of the OpenGL context
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std::queue<Event> myEvents; ///< Queue of received events
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Input myInput; ///< Input manager connected to window
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Clock myClock; ///< Clock for measuring the elapsed time between frames
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float myLastFrameTime; ///< Time elapsed since last frame
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bool myIsExternal; ///< Tell whether the window is internal or external (created by SFML or not)
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unsigned int myFramerateLimit; ///< Current framerate limit
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int mySetCursorPosX; ///< X coordinate passed to the last call to SetCursorPosition
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int mySetCursorPosY; ///< Y coordinate passed to the last call to SetCursorPosition
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};
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} // namespace sf
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#endif // SFML_WINDOW_HPP
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