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Aquaria/BBGE/Window.h

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#ifndef BBGE_WINDOW_H
#define BBGE_WINDOW_H
// SDL2 and 1.2-compatible window class.
// Note: With SDL1.2, only one window can exist.
union SDL_Event;
class Window
{
public:
Window();
virtual ~Window();
void handleInput();
// pass -1 to any to leave unchanged
void open(int w, int h, int full, int bpp, int vsync, int display, int hz);
void setGrabInput(bool on);
void present();
void setFullscreen(bool on);
void setTitle(const char *s);
inline bool hasFocus() const { return _hasFocus; }
int getDisplayIndex() const; // -1 on error/unsupported
int getRefreshRate() const { return _hz; }
void warpMouse(int x, int y);
void initSize();
inline bool isFullscreen() const { return _full; }
bool isOpen() const;
bool isDesktopResolution() const;
bool hasInputFocus() const;
protected:
virtual void onEvent(const SDL_Event& ev);
virtual void onResize(unsigned w, unsigned h);
virtual void onQuit();
static void *_initBackend();
void _ctor();
void _fixOpenParams(int& w, int& h, int& full, int& bpp, int& vsync, int& display, int& hz);
void _open(unsigned w, unsigned h, bool full, unsigned bpp, bool vsync, unsigned display, unsigned hz);
void _adjust(unsigned w, unsigned h, bool full, unsigned bpp, bool vsync, unsigned display, unsigned hz);
void _onEventImpl(const SDL_Event& ev);
void * const _backend; // backend-specific struct
unsigned _w, _h, _display, _bpp, _hz;
bool _full, _vsync;
bool _hasFocus;
};
#endif