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eepp/include/eepp/window/engine.hpp
Martín Lucas Golini 70cec917da SDL3 port WIP.
2026-03-21 19:06:19 -03:00

185 lines
5.8 KiB
C++

#ifndef EE_WINDOWCENGINE_H
#define EE_WINDOWCENGINE_H
#include <eepp/window/base.hpp>
#include <eepp/window/displaymanager.hpp>
#include <eepp/window/platformhelper.hpp>
#include <eepp/window/window.hpp>
namespace EE { namespace System {
class IniFile;
class Pack;
}} // namespace EE::System
namespace EE { namespace Window { namespace Backend {
class WindowBackendLibrary;
}}} // namespace EE::Window::Backend
namespace EE { namespace Window {
/** @brief The window management class. Here the engine starts working. (Singleton Class). */
class EE_API Engine {
SINGLETON_DECLARE_HEADERS( Engine )
public:
~Engine();
static bool isEngineRunning();
/** @return The id of the thread that was used to initialize the OpenGL Context. */
static UintPtr getMainThreadId();
/** @returns True if the current thread is the main thread. */
static bool isMainThread();
/** Creates a new window. */
EE::Window::Window* 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( EE::Window::Window* window );
/** @return The current Window context. */
EE::Window::Window* getCurrentWindow() const;
/** Set the window as the current. */
void setCurrentWindow( EE::Window::Window* window );
/** @return The number of windows created. */
Uint32 getWindowCount() const;
/** @return If any window is created. */
bool isRunning() const;
/** @return If the window instance is inside the window list. */
bool existsWindow( EE::Window::Window* window );
void forEachWindow( std::function<void( EE::Window::Window* )> cb );
EE::Window::Window* getWindowID( const Uint32& winID );
/** 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 SDL2
WinIcon The path to the window icon
WinTitle 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 SDL2
WinIcon The path to the window icon
WinTitle The window default title
@param ini The ini file instance
@param iniKeyName The ini key name to search the properties
*/
WindowSettings createWindowSettings( IniFile* 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( IniFile* ini, std::string iniKeyName = "EEPP",
bool vsyncEnabledByDefault = true );
/** Enabling Shared GL Context allows asynchronous OpenGL resource loading ( only if is
*supported by the backend and the OS, SDL 2 backend is the only one supported ). * If the
*TextureLoader 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();
/** @return Indicates if the current running platform/OS supports threads (always true except
* for emscripten) */
bool isThreaded();
/** @return The instance of platform class that provides some helpers for some platforms */
PlatformHelper* getPlatformHelper();
/** @return The display manager. Holds the physical displays information. */
DisplayManager* getDisplayManager();
/** Open a URL in a separate, system-provided application.
* @return true if success
*/
bool openURI( const std::string& url );
protected:
friend class Window;
Backend::WindowBackendLibrary* mBackend;
std::map<Uint32, Window*> mWindows;
EE::Window::Window* mWindow;
bool mSharedGLContext;
bool mIsShuttingDown{ false };
PlatformHelper* mPlatformHelper;
Pack* mZip;
DisplayManager* mDisplayManager;
Engine();
void destroy();
Backend::WindowBackendLibrary* createSDL2Backend( const WindowSettings& Settings );
EE::Window::Window* createSDL2Window( const WindowSettings& Settings,
const ContextSettings& Context );
#ifdef EE_BACKEND_SDL3
Backend::WindowBackendLibrary* createSDL3Backend( const WindowSettings& Settings );
EE::Window::Window* createSDL3Window( const WindowSettings& Settings,
const ContextSettings& Context );
#endif
EE::Window::Window* createDefaultWindow( const WindowSettings& Settings,
const ContextSettings& Context );
WindowBackend getDefaultBackend() const;
};
}} // namespace EE::Window
#endif