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88 lines
2.4 KiB
88 lines
2.4 KiB
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14 years ago
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#ifndef Magnum_Contexts_Sdl2Context_h
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#define Magnum_Contexts_Sdl2Context_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Contexts::Sdl2Context
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*/
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#include "Magnum.h"
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#include <SDL.h>
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#include "AbstractContext.h"
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#include <SDL2/SDL_scancode.h>
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namespace Magnum { namespace Contexts {
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/** @nosubgrouping
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@brief SDL2 context
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Currently doesn't have any mouse/keyboard handling.
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You need to implement at least drawEvent() and viewportEvent() to be able to
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draw on the screen.
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*/
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class Sdl2Context: public AbstractContext {
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public:
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/**
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* @brief Constructor
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* @param argc Count of arguments of `main()` function
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* @param argv Arguments of `main()` function
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* @param title Window title
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* @param size Window size
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*
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* Creates centered non-resizable window with double-buffered
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* OpenGL 3.3 context with 24bit depth buffer.
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*/
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Sdl2Context(int argc, char** argv, const std::string& title = "Magnum SDL2 context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
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/**
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* @brief Destructors
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*
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* Deletes context and destroys the window.
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*/
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~Sdl2Context();
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int exec();
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/** @{ @name Drawing functions */
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protected:
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/** @copydoc GlutContext::viewportEvent() */
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virtual void viewportEvent(const Math::Vector2<GLsizei>& size) = 0;
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/** @copydoc GlutContext::drawEvent() */
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virtual void drawEvent() = 0;
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/** @copydoc GlutContext::swapBuffers() */
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inline void swapBuffers() { SDL_GL_SwapWindow(window); }
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/** @copydoc GlutContext::redraw() */
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inline void redraw() { _redraw = true; }
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/*@}*/
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private:
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SDL_Window* window;
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SDL_GLContext context;
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bool _redraw;
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};
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}}
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#endif
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