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#ifndef __JE_RENDER_WINDOW
#define __JE_RENDER_WINDOW
#include "../core/configuration.h"
#if defined(jin_graphics)
#include "SDL2/SDL.h"
#include "../utils/utils.h"
#include "../math/vector2.hpp"
#include "../common/subsystem.hpp"
namespace JinEngine
{
namespace Graphics
{
///
///
///
class Window
: public Subsystem<Window>
{
public:
///
///
///
struct Setting : SettingBase
{
public:
const char* title; ///< window title
const char* icon; ///< window icon
bool fullscreen; ///< full screen
int width, height; ///< window size
bool vsync; ///< vsync
int fps; ///< frame per second
bool resizable; ///< resizable
};
///
///
///
Window() {};
///
///
///
virtual ~Window() {};
///
///
///
void setTitle(const char* title);
///
///
///
inline int getW(){ return mSize.w(); }
///
///
///
inline int getH(){ return mSize.h(); }
///
///
///
inline int getFPS(){ return mFps; }
///
///
///
void present();
///
///
///
inline void hide() { SDL_HideWindow(mWnd); };
///
///
///
void show() { SDL_ShowWindow(mWnd); };
private:
///
///
///
bool startSystem(const SettingBase* setting) override;
///
///
///
void quitSystem() override;
SDL_Window* mWnd;
JinEngine::Math::Vector2<unsigned int> mSize;
int mFps;
};
} // namespace Graphics
} // namespace JinEngine
#endif // jin_graphics
#endif // __JE_RENDER_WINDOW
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