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#ifndef __ASURA_ENGINE_WINDOW_H__
#define __ASURA_ENGINE_WINDOW_H__

#include "SDL2/Sdl.h"
#include "Graphics/RenderTarget.h"
#include "Math/Vector2.hpp"
#include "Scripting/Portable.h"

namespace AsuraEngine
{
	namespace Graphics
	{

		enum WindowStyle
		{
			WINDOW_STYLE_FULLSCREEN = 1 << 1,
		};

		///
		/// ڣֶ֧രڡڱ༭Ҫ֧֣runnerֻҪһڡ
		///
		class Window ASURA_FINAL 
			: public RenderTarget
			, public Scripting::Portable
		{
		public:

			Window(WindowStyle style);

			~Window();

			SDL_Window* GetSDLWindowHandle();

			void SetSize(uint width, uint height); 

			void SetPosition(int x, int y);

			void SetTitle(const std::string& title);

			void SetWindowStyle(WindowStyle style);

			void Show(); 

			void Hide();

			///
			/// ǿ˫ĴڣҪչʾǰ̨
			///
			void SwapRenderBuffer(); 

			void Clear(const Color& col = Color::Black) override;

			void Clear(const Math::Recti& quad, const Color& col = Color::Black) override;

			void Draw(const Drawable* texture, const RenderState& state) override;

			void Draw(const Drawable* texture, const Math::Recti& quad, const RenderState& state) override;

		private:

			///
			/// SDL window handle.
			///
			SDL_Window* mWindowHandle;

			Math::Vector2i mPosition;

			Math::Vector2i mSize;

		public:

			//----------------------------------------------------------------------------------------------------------

			LUAX_DECL_FACTORY(Window);

			//----------------------------------------------------------------------------------------------------------

		};

		using RenderWindow = Window;

	}
}

#endif