SFML/include/SFML/Window/Window.hpp
LaurentGom 1f3d7b6d0c Updated documentation
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1239 4e206d99-4929-0410-ac5d-dfc041789085
2009-10-15 08:37:32 +00:00

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