Open Source Tomb Raider Engine
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SDLSystem.h 2.9KB

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  1. /*!
  2. * \file include/SDLSystem.h
  3. * \brief SDL System interface implementation
  4. *
  5. * \author Mongoose
  6. */
  7. #ifndef _SDLSYSTEM_H_
  8. #define _SDLSYSTEM_H_
  9. #include "SDL.h"
  10. #include "Config.h"
  11. #include "System.h"
  12. /*!
  13. * \brief SDL System interface implementation
  14. */
  15. class SDLSystem : public System {
  16. public:
  17. /*!
  18. * \brief Constructs an object of SDLSystem
  19. */
  20. SDLSystem();
  21. /*!
  22. * \brief Deconstructs an object of SDLSystem
  23. */
  24. virtual ~SDLSystem();
  25. /*
  26. * \brief Sets Event binding Cmd to Key press
  27. * \param cmd valid command string
  28. * \param key valid keyboard code
  29. * \param event valid game event id
  30. */
  31. //! \fixme void bindKeyCommand(const char *cmd, int key, int event);
  32. /*!
  33. * \brief Renders string in OpenGL (2D projection).
  34. *
  35. * Requires Texture::glEnterMode2d() call before entry.
  36. *
  37. * System::bufferString(..) can cache printf() style calls
  38. * for use with this method.
  39. *
  40. * Call Texture::glExitMode2d after finishing calls to this method
  41. * and other 2D rendering.
  42. *
  43. * \param x valid X world coordinate
  44. * \param y valid Y world coordinate
  45. * \param string valid string
  46. *
  47. * \sa System::bufferString()
  48. * \sa Texture::glEnterMode2d()
  49. * \sa Texture::glExitMode2d()
  50. */
  51. void glPrintf2d(float x, float y, char *string);
  52. /*!
  53. * \brief Renders string in OpenGL (3D projection).
  54. *
  55. * System::bufferString(..) can cache printf() style calls
  56. * for use with this method.
  57. *
  58. * \param x valid X world coordinate
  59. * \param y valid Y world coordinate
  60. * \param z valid Z world coordinate
  61. * \param string valid string
  62. *
  63. * \sa System::bufferString()
  64. */
  65. void glPrintf3d(float x, float y, float z, char *string);
  66. /*!
  67. * \brief Start up video subsystem
  68. * \param width valid video mode width
  69. * \param height valid video mode height
  70. * \param fullscreen enables fullscreen rendering
  71. */
  72. void initVideo(unsigned int width, unsigned int height, bool fullscreen);
  73. /*!
  74. * \brief Resizes game window
  75. * \param width new width
  76. * \param height new height
  77. */
  78. virtual void resize(unsigned int width, unsigned int height);
  79. /*!
  80. * \brief Start game loop
  81. */
  82. void runGame();
  83. void setGrabMouse(bool on);
  84. /*!
  85. * \brief Shuts down the game subsystems, exits game loop
  86. * \param i exit code
  87. */
  88. void shutdown(int i);
  89. /*!
  90. * \brief Swaps OpenGL buffers.
  91. * Call at end of frame.
  92. */
  93. void swapBuffersGL();
  94. /*!
  95. * \brief Toggle fullscreen windowing mode
  96. */
  97. void toggleFullscreen();
  98. protected:
  99. bool mFullscreen; //!< Current Fullscreen/Windowed mode
  100. private:
  101. SDL_Window *mWindow; //!< This is the pointer to the SDL surface
  102. SDL_GLContext mGLContext; //!< The OpenGL Context
  103. };
  104. #endif