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eepp/include/eepp/window/cengine.hpp
Martín Lucas Golini 53686497b6 Fixed a typo.
Fixed cSprite::GetAABB.
2013-11-17 02:07:17 -03:00

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5.0 KiB
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#ifndef EE_WINDOWCENGINE_H
#define EE_WINDOWCENGINE_H
#include <eepp/window/base.hpp>
#include <eepp/window/cwindow.hpp>
#include <list>
namespace EE { namespace System { class cIniFile; } }
namespace EE { namespace Window { namespace Backend { class cBackend; } } }
namespace EE { namespace Window {
/** @brief The window management class. Here the engine starts working. (Singleton Class). */
class EE_API cEngine {
SINGLETON_DECLARE_HEADERS(cEngine)
public:
~cEngine();
/** Creates a new window.
* SDL2, SFML backends support more than one window creation, SDL 1.2 backend only 1 window.
*/
Window::cWindow * CreateWindow( WindowSettings Settings, ContextSettings Context = ContextSettings() );
/** Destroy the window instance, and set as current other window running ( if any ).
* This function is only useful for multi-window environment. Avoid using it with one window context.
*/
void DestroyWindow( Window::cWindow * window );
/** @return The current Window context. */
Window::cWindow * GetCurrentWindow() const;
/** Set the window as the current. */
void SetCurrentWindow( Window::cWindow * window );
/** @return The number of windows created. */
Uint32 GetWindowCount() const;
/** @return If any window is created. */
bool Running() const;
/** @return The current window elapsed time. */
cTime Elapsed() const;
/** @return The current window width. */
const Uint32& GetWidth() const;
/** @return The current window height */
const Uint32& GetHeight() const;
/** @return If the window instance is inside the window list. */
bool ExistsWindow( Window::cWindow * window );
/** Constructs WindowSettings from an ini file
It will search for the following properties:
Width Window width
Height Window height
BitColor 32,16,8
Windowed bool
Resizeable bool
Backend SDL, SDL2 or SFML
WinIcon The path to the window icon
WinCaption The window default title
@param iniPath The ini file path
@param iniKeyName The ini key name to search the properties
*/
WindowSettings CreateWindowSettings( std::string iniPath, std::string iniKeyName = "EEPP" );
/** Constructs WindowSettings from an ini file instance
It will search for the following properties:
Width Window width
Height Window height
BitColor 32,16,8
Windowed bool
Resizeable bool
Backend SDL, SDL2 or SFML
WinIcon The path to the window icon
WinCaption The window default title
@param ini The ini file instance
@param iniKeyName The ini key name to search the properties
*/
WindowSettings CreateWindowSettings( cIniFile * ini, std::string iniKeyName = "EEPP" );
/** Constructs ContextSettings from an ini file\n
It will search for the following properties:
VSync bool
GLVersion Selects the default renderer: 2 for OpenGL 2, 3 for OpenGL 3, 4 for OpenGL ES 2
DoubleBuffering bool
DepthBufferSize int
StencilBufferSize int
@param iniPath The ini file path
@param iniKeyName The ini key name to search the properties
*/
ContextSettings CreateContextSettings( std::string iniPath, std::string iniKeyName = "EEPP" );
/** Constructs ContextSettings from an ini file instance\n
It will search for the following properties:
VSync bool
GLVersion Selects the default renderer: 2 for OpenGL 2, 3 for OpenGL 3, 4 for OpenGL ES 2
DoubleBuffering bool
DepthBufferSize int
StencilBufferSize int
@param ini The ini file instance
@param iniKeyName The ini key name to search the properties
*/
ContextSettings CreateContextSettings( cIniFile * ini, std::string iniKeyName = "EEPP" );
/** Enabling Shared GL Context allows asynchronous OpenGL resource loading ( only if is supported by the backend, SDL 2 backend is the only one supported ).
** If the cTextureLoader is threaded, will upload the texture in another thread to the GPU. So, it will not block the main rendering thread.
** Shared GL Context is disabled by default.
*/
void EnableSharedGLContext();
/** Disable the Shared GL Context
** @see EnableSharedGLContext()
*/
void DisableSharedGLContext();
/** @return If the Shared GL Context is enabled and ready to use. */
bool IsSharedGLContextEnabled();
protected:
friend class cWindow;
Backend::cBackend * mBackend;
std::list<cWindow*> mWindows;
cWindow * mWindow;
bool mSharedGLContext;
cEngine();
void Destroy();
Backend::cBackend * CreateSDLBackend( const WindowSettings& Settings );
Backend::cBackend * CreateSDL2Backend( const WindowSettings& Settings );
Backend::cBackend * CreateSFMLBackend( const WindowSettings& Settings );
cWindow * CreateSDLWindow( const WindowSettings& Settings, const ContextSettings& Context );
cWindow * CreateSDL2Window( const WindowSettings& Settings, const ContextSettings& Context );
cWindow * CreateSFMLWindow( const WindowSettings& Settings, const ContextSettings& Context );
cWindow * CreateDefaultWindow( const WindowSettings& Settings, const ContextSettings& Context );
Uint32 GetDefaultBackend() const;
};
}}
#endif