mirror of
https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
Create love.window, abstract SDL out of love.graphics
This commit is contained in:
@@ -0,0 +1,40 @@
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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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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// LOVE
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#include "Window.h"
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namespace love
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{
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namespace window
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{
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Window *Window::singleton = NULL;
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Window::~Window()
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{
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if (singleton == this)
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singleton = NULL;
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}
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void Window::swapBuffers()
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{
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}
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} // window
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} // love
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@@ -0,0 +1,78 @@
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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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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#ifndef LOVE_WINDOW_WINDOW_H
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#define LOVE_WINDOW_WINDOW_H
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// STL
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#include <string>
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// LOVE
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#include <common/Module.h>
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#include <image/ImageData.h>
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namespace love
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{
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namespace window
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{
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class Window : public Module
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{
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protected:
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static Window *singleton;
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public:
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struct WindowSize
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{
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int width;
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int height;
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};
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virtual ~Window();
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virtual bool setWindow(int width = 800, int height = 600, bool fullscreen = false, bool vsync = true, int fsaa = 0) = 0;
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virtual void getWindow(int &width, int &height, bool &fullscreen, bool &vsync, int &fsaa) = 0;
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virtual bool checkWindowSize(int width, int height, bool fullscreen) = 0;
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virtual WindowSize **getFullscreenSizes(int &n) = 0;
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virtual int getWidth() = 0;
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virtual int getHeight() = 0;
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virtual bool isCreated() = 0;
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virtual void setWindowTitle(std::string &title) = 0;
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virtual std::string getWindowTitle() = 0;
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virtual bool setIcon(love::image::ImageData *imgd) = 0;
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// default no-op implementation
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virtual void swapBuffers();
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virtual bool hasFocus() = 0;
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virtual void setMouseVisible(bool visible) = 0;
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virtual bool getMouseVisible() = 0;
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//virtual static Window *getSingleton() = 0;
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// No virtual statics, of course, but you are supposed to implement this static.
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}; // Window
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} // window
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} // love
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#endif // LOVE_WINDOW_WINDOW_H
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@@ -0,0 +1,303 @@
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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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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// STL
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#include <iostream>
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// SDL
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#include <SDL.h>
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// OpenGL
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#include <SDL/SDL_opengl.h>
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// LOVE
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#include <common/config.h>
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#include "Window.h"
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namespace love
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{
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namespace window
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{
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namespace sdl
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{
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Window::Window()
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: windowTitle(""), created(false), mouseVisible(true)
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{
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// Window should be centered.
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SDL_putenv(const_cast<char *>("SDL_VIDEO_CENTERED=center"));
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
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throw Exception(SDL_GetError());
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}
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Window::~Window()
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{
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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Window::_currentMode::_currentMode()
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: width(800), height(600), fullscreen(false), vsync(true), fsaa(0)
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{
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}
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bool Window::setWindow(int width, int height, bool fullscreen, bool vsync, int fsaa)
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{
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bool mouseVisible = getMouseVisible();
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// We need to restart the subsystem for two reasons:
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// 1) Special case for fullscreen -> windowed. Windows XP did not
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// work well with "normal" display mode change in this case.
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// The application window does leave fullscreen, but the desktop
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// resolution does not revert to the correct one. Restarting the
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// SDL video subsystem does the trick, though.
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// 2) Restart the event system (for whatever reason the event system
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// started and stopped with SDL_INIT_VIDEO, see:
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// http://sdl.beuc.net/sdl.wiki/Introduction_to_Events)
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// because the mouse position will not be able to exceed
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// the previous' video mode window size (i.e. alway
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// love.mouse.getX() < 800 when switching from 800x600 to a
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// higher resolution)
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
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{
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std::cout << "Could not init SDL_VIDEO: " << SDL_GetError() << std::endl;
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return false;
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}
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// Set caption.
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setWindowTitle(windowTitle);
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setMouseVisible(mouseVisible);
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// Set GL attributes
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (vsync ? 1 : 0));
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
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// FSAA
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if (fsaa > 0)
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{
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ) ;
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ) ;
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glEnable(GL_MULTISAMPLE);
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}
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// Fullscreen?
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Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
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// Have SDL set the video mode.
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if (SDL_SetVideoMode(width, height, 32, sdlflags ) == 0)
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{
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bool failed = true;
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if (fsaa > 0)
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{
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// FSAA might have failed, disable it and try again
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
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failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
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if (failed)
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{
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// There might be no FSAA at all
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
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failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
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}
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}
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if (failed)
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{
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std::cerr << "Could not set video mode: " << SDL_GetError() << std::endl;
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return false;
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}
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}
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created = true;
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if (width == 0 || height == 0)
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{
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const SDL_VideoInfo* videoinfo = SDL_GetVideoInfo();
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width = videoinfo->current_w;
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height = videoinfo->current_h;
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}
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GLint buffers;
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GLint samples;
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glGetIntegerv( GL_SAMPLE_BUFFERS_ARB, & buffers ) ;
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glGetIntegerv( GL_SAMPLES_ARB, & samples ) ;
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// Don't fail because of this, but issue a warning.
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if ( (! buffers && fsaa) || (samples != fsaa))
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{
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std::cerr << "Warning, quality setting failed! (Result: buffers: " << buffers << ", samples: " << samples << ")" << std::endl;
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fsaa = !buffers ? 0 : samples;
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}
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// Get the actual vsync status
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int real_vsync;
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SDL_GL_GetAttribute(SDL_GL_SWAP_CONTROL, &real_vsync);
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// Set the new display mode as the current display mode.
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currentMode.width = width;
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currentMode.height = height;
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currentMode.fsaa = fsaa;
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currentMode.fullscreen = fullscreen;
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currentMode.vsync = (real_vsync != 0);
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return true;
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}
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void Window::getWindow(int &width, int &height, bool &fullscreen, bool &vsync, int &fsaa)
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{
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width = currentMode.width;
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height = currentMode.height;
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fullscreen = currentMode.fullscreen;
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vsync = currentMode.vsync;
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fsaa = currentMode.fsaa;
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}
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bool Window::checkWindowSize(int width, int height, bool fullscreen)
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{
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Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
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// Check if mode is supported
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int bpp = SDL_VideoModeOK(width, height, 32, sdlflags);
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return (bpp >= 16);
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}
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typedef Window::WindowSize WindowSize;
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WindowSize **Window::getFullscreenSizes(int &n)
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{
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SDL_Rect ** modes = SDL_ListModes(0, SDL_OPENGL | SDL_FULLSCREEN);
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if (modes == (SDL_Rect **)0 || modes == (SDL_Rect **)-1)
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{
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n = 0;
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return NULL;
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}
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n = 0;
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for (int i = 0; modes[i]; i++)
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n++;
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WindowSize **sizes = new WindowSize*[n];
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for (int i = 0; i < n; i++)
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{
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sizes[i] = new WindowSize;
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sizes[i]->width = modes[i]->w;
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sizes[i]->height = modes[i]->h;
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}
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return sizes;
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}
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int Window::getWidth()
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{
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return currentMode.width;
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}
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int Window::getHeight()
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{
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return currentMode.height;
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}
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bool Window::isCreated()
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{
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return created;
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}
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void Window::setWindowTitle(std::string &title)
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{
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windowTitle = title;
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SDL_WM_SetCaption(windowTitle.c_str(), 0);
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}
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std::string Window::getWindowTitle()
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{
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// not a reference
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// because we want this untouched
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// const std::string& might be an option
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return windowTitle;
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}
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bool Window::setIcon(love::image::ImageData *imgd)
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{
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Uint32 rmask, gmask, bmask, amask;
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#ifdef LOVE_BIG_ENDIAN
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rmask = 0xFF000000;
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gmask = 0x00FF0000;
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bmask = 0x0000FF00;
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amask = 0x000000FF;
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#else
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rmask = 0x000000FF;
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gmask = 0x0000FF00;
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bmask = 0x00FF0000;
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amask = 0xFF000000;
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#endif
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int w = static_cast<int>(imgd->getWidth());
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int h = static_cast<int>(imgd->getHeight());
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int pitch = static_cast<int>(imgd->getWidth() * 4);
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SDL_Surface * icon = SDL_CreateRGBSurfaceFrom(imgd->getData(), w, h, 32, pitch, rmask, gmask, bmask, amask);
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SDL_WM_SetIcon(icon, NULL);
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SDL_FreeSurface(icon);
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return true;
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}
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void Window::swapBuffers()
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{
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SDL_GL_SwapBuffers();
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}
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bool Window::hasFocus()
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{
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return (SDL_GetAppState() & SDL_APPINPUTFOCUS) != 0;
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}
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void Window::setMouseVisible(bool visible)
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{
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SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
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}
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bool Window::getMouseVisible()
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{
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return (SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE) ? true : false;
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}
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love::window::Window *Window::getSingleton()
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{
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if (!singleton)
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singleton = new Window();
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else
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singleton->retain();
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return singleton;
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}
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const char *Window::getName() const
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{
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return "love.window.sdl";
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}
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} // sdl
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} // window
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} // love
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@@ -0,0 +1,82 @@
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
|
||||
*
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||||
* 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 LOVE_WINDOW_SDL_WINDOW_H
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#define LOVE_WINDOW_SDL_WINDOW_H
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// LOVE
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#include <window/Window.h>
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namespace love
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{
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namespace window
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{
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namespace sdl
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{
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class Window : public love::window::Window
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{
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private:
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std::string windowTitle;
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struct _currentMode{
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_currentMode();
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int width;
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int height;
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bool fullscreen;
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bool vsync;
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int fsaa;
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} currentMode;
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bool created;
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bool mouseVisible;
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public:
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Window();
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~Window();
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bool setWindow(int width = 800, int height = 600, bool fullscreen = false, bool vsync = true, int fsaa = 0);
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void getWindow(int &width, int &height, bool &fullscreen, bool &vsync, int &fsaa);
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bool checkWindowSize(int width, int height, bool fullscreen);
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WindowSize **getFullscreenSizes(int &n);
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int getWidth();
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int getHeight();
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bool isCreated();
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|
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void setWindowTitle(std::string &title);
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std::string getWindowTitle();
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bool setIcon(love::image::ImageData *imgd);
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void swapBuffers();
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|
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bool hasFocus();
|
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void setMouseVisible(bool visible);
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bool getMouseVisible();
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static love::window::Window *getSingleton();
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const char *getName() const;
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}; // Window
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} // sdl
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} // window
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||||
} // love
|
||||
|
||||
#endif // LOVE_WINDOW_WINDOW_H
|
||||
Reference in New Issue
Block a user