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385 lines
15 KiB
C
385 lines
15 KiB
C
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages 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 freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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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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////////////////////////////////////////////////////////////
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#ifndef SFML_WINDOWBASE_H
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#define SFML_WINDOWBASE_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/Export.h>
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#include <SFML/Window/Event.h>
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#include <SFML/Window/VideoMode.h>
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#include <SFML/Window/WindowHandle.h>
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#include <SFML/Window/Types.h>
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#include <SFML/Window/Vulkan.h>
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#include <SFML/System/Vector2.h>
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////////////////////////////////////////////////////////////
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/// \brief Enumeration of window creation styles
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///
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////////////////////////////////////////////////////////////
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typedef enum
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{
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sfNone = 0, ///< No border / title bar (this flag and all others are mutually exclusive)
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sfTitlebar = 1 << 0, ///< Title bar + fixed border
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sfResize = 1 << 1, ///< Titlebar + resizable border + maximize button
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sfClose = 1 << 2, ///< Titlebar + close button
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sfFullscreen = 1 << 3, ///< Fullscreen mode (this flag and all others are mutually exclusive)
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sfDefaultStyle = sfTitlebar | sfResize | sfClose ///< Default window style
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} sfWindowStyle;
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////////////////////////////////////////////////////////////
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/// \brief Construct a new window
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///
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/// This function creates the window with the size and pixel
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/// depth defined in \a mode. An optional style can be passed to
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/// customize the look and behaviour of the window (borders,
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/// title bar, resizable, closable, ...). If \a style contains
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/// sfFullscreen, then \a mode must be a valid video mode.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the windowBase)
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/// \param title Title of the window
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/// \param style Window style
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///
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/// \return A new sfWindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindowBase* sfWindowBase_create(sfVideoMode mode, const char* title, sfUint32 style);
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////////////////////////////////////////////////////////////
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/// \brief Construct a new window (with a UTF-32 title)
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///
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/// This function creates the window with the size and pixel
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/// depth defined in \a mode. An optional style can be passed to
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/// customize the look and behaviour of the window (borders,
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/// title bar, resizable, closable, ...). If \a style contains
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/// sfFullscreen, then \a mode must be a valid video mode.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the windowBase)
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/// \param title Title of the window (UTF-32)
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/// \param style Window style
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///
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/// \return A new sfWindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindowBase* sfWindowBase_createUnicode(sfVideoMode mode, const sfUint32* title, sfUint32 style);
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////////////////////////////////////////////////////////////
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/// \brief Construct a window from an existing control
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///
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/// \param handle Platform-specific handle of the control
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///
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/// \return A new sfWindow object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindowBase* sfWindowBase_createFromHandle(sfWindowHandle handle);
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////////////////////////////////////////////////////////////
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/// \brief Destroy a window
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///
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/// \param windowBase Window to destroy
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_destroy(sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Close a window and destroy all the attached resources
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///
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/// After calling this function, the sfWindow object remains
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/// valid, you must call sfWindowBase_destroy to actually delete it.
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/// All other functions such as sfWindowBase_pollEvent or sfWindowBase_display
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/// will still work (i.e. you don't have to test sfWindowBase_isOpen
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/// every time), and will have no effect on closed windows.
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///
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/// \param windowBase Window object
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_close(sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not a window is opened
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///
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/// This function returns whether or not the window exists.
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/// Note that a hidden window (sfWindowBase_setVisible(sfFalse)) will return
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/// sfTrue.
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///
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/// \param windowBase Window object
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///
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/// \return sfTrue if the window is opened, sfFalse if it has been closed
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindowBase_isOpen(const sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Pop the event on top of event queue, if any, and return it
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///
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/// This function is not blocking: if there's no pending event then
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/// it will return false and leave \a event unmodified.
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/// Note that more than one event may be present in the event queue,
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/// thus you should always call this function in a loop
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/// to make sure that you process every pending event.
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///
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/// \param windowBase Window object
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/// \param event Event to be returned
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///
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/// \return sfTrue if an event was returned, or sfFalse if the event queue was empty
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindowBase_pollEvent(sfWindowBase* windowBase, sfEvent* event);
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////////////////////////////////////////////////////////////
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/// \brief Wait for an event and return it
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///
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/// This function is blocking: if there's no pending event then
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/// it will wait until an event is received.
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/// After this function returns (and no error occured),
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/// the \a event object is always valid and filled properly.
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/// This function is typically used when you have a thread that
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/// is dedicated to events handling: you want to make this thread
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/// sleep as long as no new event is received.
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///
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/// \param windowBase Window object
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/// \param event Event to be returned
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///
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/// \return sfFalse if any error occured
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindowBase_waitEvent(sfWindowBase* windowBase, sfEvent* event);
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////////////////////////////////////////////////////////////
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/// \brief Get the position of a window
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///
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/// \param windowBase Window object
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///
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/// \return Position in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfVector2i sfWindowBase_getPosition(const sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Change the position of a window on screen
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///
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/// This function only works for top-level windows
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/// (i.e. it will be ignored for windows created from
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/// the handle of a child window/control).
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///
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/// \param windowBase Window object
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/// \param position New position of the windowBase, in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setPosition(sfWindowBase* windowBase, sfVector2i position);
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the rendering region of a window
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///
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/// The size doesn't include the titlebar and borders
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/// of the window.
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///
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/// \param windowBase Window object
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///
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/// \return Size in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfVector2u sfWindowBase_getSize(const sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Change the size of the rendering region of a window
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///
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/// \param windowBase Window object
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/// \param size New size, in pixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setSize(sfWindowBase* windowBase, sfVector2u size);
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////////////////////////////////////////////////////////////
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/// \brief Change the title of a window
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///
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/// \param windowBase Window object
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/// \param title New title
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setTitle(sfWindowBase* windowBase, const char* title);
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////////////////////////////////////////////////////////////
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/// \brief Change the title of a window (with a UTF-32 string)
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///
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/// \param windowBase Window object
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/// \param title New title
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setUnicodeTitle(sfWindowBase* windowBase, const sfUint32* title);
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////////////////////////////////////////////////////////////
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/// \brief Change a window's icon
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///
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/// \a pixels must be an array of \a width x \a height pixels
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/// in 32-bits RGBA format.
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///
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/// \param windowBase Window object
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/// \param width Icon's width, in pixels
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/// \param height Icon's height, in pixels
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/// \param pixels Pointer to the array of pixels in memory
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setIcon(sfWindowBase* windowBase, unsigned int width, unsigned int height, const sfUint8* pixels);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide a window
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///
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/// \param windowBase Window object
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/// \param visible sfTrue to show the windowBase, sfFalse to hide it
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setVisible(sfWindowBase* windowBase, sfBool visible);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide the mouse cursor
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///
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/// \param windowBase Window object
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/// \param visible sfTrue to show, sfFalse to hide
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setMouseCursorVisible(sfWindowBase* windowBase, sfBool visible);
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////////////////////////////////////////////////////////////
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/// \brief Grab or release the mouse cursor
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///
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/// If set, grabs the mouse cursor inside this window's client
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/// area so it may no longer be moved outside its bounds.
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/// Note that grabbing is only active while the window has
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/// focus and calling this function for fullscreen windows
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/// won't have any effect (fullscreen windows always grab the
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/// cursor).
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///
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/// \param grabbed sfTrue to enable, sfFalse to disable
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setMouseCursorGrabbed(sfWindowBase* windowBase, sfBool grabbed);
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////////////////////////////////////////////////////////////
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/// \brief Set the displayed cursor to a native system cursor
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///
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/// Upon window creation, the arrow cursor is used by default.
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///
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/// \warning The cursor must not be destroyed while in use by
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/// the window.
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///
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/// \warning Features related to Cursor are not supported on
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/// iOS and Android.
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///
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/// \param windowBase Window object
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/// \param cursor Native system cursor type to display
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///
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/// \see sfCursor_createFromSystem
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/// \see sfCursor_createFromPixels
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setMouseCursor(sfWindowBase* windowBase, const sfCursor* cursor);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable automatic key-repeat
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///
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/// If key repeat is enabled, you will receive repeated
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/// KeyPress events while keeping a key pressed. If it is disabled,
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/// you will only get a single event when the key is pressed.
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///
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/// Key repeat is enabled by default.
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///
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/// \param windowBase Window object
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/// \param enabled sfTrue to enable, sfFalse to disable
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setKeyRepeatEnabled(sfWindowBase* windowBase, sfBool enabled);
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////////////////////////////////////////////////////////////
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/// \brief Change the joystick threshold
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///
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/// The joystick threshold is the value below which
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/// no JoystickMoved event will be generated.
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///
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/// \param windowBase Window object
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/// \param threshold New threshold, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_setJoystickThreshold(sfWindowBase* windowBase, float threshold);
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////////////////////////////////////////////////////////////
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/// \brief Request the current window to be made the active
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/// foreground window
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///
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/// At any given time, only one window may have the input focus
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/// to receive input events such as keystrokes or mouse events.
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/// If a window requests focus, it only hints to the operating
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/// system, that it would like to be focused. The operating system
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/// is free to deny the request.
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API void sfWindowBase_requestFocus(sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Check whether the window has the input focus
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///
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/// At any given time, only one window may have the input focus
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/// to receive input events such as keystrokes or most mouse
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/// events.
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///
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/// \return True if window has focus, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindowBase_hasFocus(const sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Get the OS-specific handle of the window
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///
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/// The type of the returned handle is sfWindowHandle,
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/// which is a typedef to the handle type defined by the OS.
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/// You shouldn't need to use this function, unless you have
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/// very specific stuff to implement that SFML doesn't support,
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/// or implement a temporary workaround until a bug is fixed.
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///
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/// \param windowBase Window object
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///
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/// \return System handle of the window
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfWindowHandle sfWindowBase_getSystemHandle(const sfWindowBase* windowBase);
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////////////////////////////////////////////////////////////
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/// \brief Create a Vulkan rendering surface
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///
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/// \param windowBase Window object
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/// \param instance Vulkan instance
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/// \param surface Created surface
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/// \param allocator Allocator to use
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///
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/// \return True if surface creation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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CSFML_WINDOW_API sfBool sfWindowBase_createVulkanSurface(sfWindowBase* windowBase, const VkInstance* instance, VkSurfaceKHR* surface, const VkAllocationCallbacks* allocator);
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#endif // SFML_WINDOWBASE_H
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