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- /*!
- * \file include/system/WindowSDL.h
- * \brief SDL2 Windowing Implementation
- *
- * \author xythobuz
- */
-
- #ifndef _WINDOW_SDL_H_
- #define _WINDOW_SDL_H_
-
- #include <string>
- #include <glm/gtc/type_precision.hpp>
-
- #include "SDL.h"
-
- class WindowSDL {
- public:
- static int initialize();
- static void eventHandling();
- static void swapBuffers();
- static void shutdown();
-
- static void setSize(glm::i32vec2 s);
- static glm::i32vec2 getSize() { return size; }
-
- static void setFullscreen(bool f);
- static bool getFullscreen() { return fullscreen; }
-
- static void setMousegrab(bool g);
- static bool getMousegrab() { return mousegrab; }
-
- static void setTextInput(bool t);
- static bool getTextInput() { return textinput; }
-
- static void setClipboard(const char* s);
- static const char* getClipboard();
-
- static void inputPositionCallback(int x, int y);
-
- static std::string getVersion(bool linked);
-
- private:
- static glm::i32vec2 size;
- static bool fullscreen;
- static bool mousegrab;
- static bool textinput;
- static SDL_Window* window;
- static SDL_GLContext context;
- static SDL_GameController* controller;
- };
-
- #endif
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