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#ifndef __ASURA_ENGINE_WINDOW_H__
#define __ASURA_ENGINE_WINDOW_H__

#include <asura-utils/scripting/portable.hpp>
#include <asura-utils/math/vector2.hpp>

#include "../graphics/render_state.h"
#include "../graphics/render_target.h"

namespace AsuraEngine
{
	namespace Graphics
	{

		class WindowImpl;

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

		///
		/// ϷĵڣrunnerֻҪһڡͬĿͻʵִ˽ӿڲֶעᵽlua༭ᵼ࣬޽ӵ༭
		/// ⴰϡ
		///
		class Window 
			: public RenderTarget
			, public AEScripting::Portable<Window>
		{
		public:

			LUAX_DECL_SINGLETON(Window);

			Window(WindowStyle style);

			~Window();

			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);

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

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

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

		protected:

			WindowImpl* mImpl;

			LUAX_DECL_METHOD(_Show);
			LUAX_DECL_METHOD(_Hide);
			LUAX_DECL_METHOD(_SetResolution);
			LUAX_DECL_METHOD(_SetFullScreen);
			LUAX_DECL_METHOD(_SetTitle);
			LUAX_DECL_METHOD(_SetWindowStyle);
			LUAX_DECL_METHOD(_Clear);
			LUAX_DECL_METHOD(_Draw);
			LUAX_DECL_METHOD(_SwapRenderBuffer);

		};

		using RenderWindow = Window;

		ASURA_ABSTRACT class WindowImpl
		{
		public:

		};

	}
}

#endif