#ifndef _SCREEN_H
#define _SCREEN_H
-#include <SDL.h>
+#include "SDL.h"
#include <functional>
namespace IPDF
{
+ class View;
/*
* The "Screen" class handles managing the OS window (using SDL2).
*/
class Screen
{
public:
- Screen();
+ Screen(bool visible = true);
~Screen();
// 'Pumps' the system event queue.
void DebugFontPrintF(const char *fmt, ...);
// Handle mouse input.
- typedef std::function<void(int x, int y, int button, int wheel)> MouseHandler;
+ typedef void(*MouseHandler)(int x, int y, int button, int wheel, Screen * scr, View * view);
void SetMouseHandler(MouseHandler handler)
{
m_mouse_handler = handler;
void ScreenShot(const char * filename) const;
void RenderBMP(const char * filename) const;
- void RenderPixels(int x, int y, int w, int h, void * pixels) const;
+ void RenderPixels(int x, int y, int w, int h, uint8_t * pixels) const;
+
+
+ void SetView(View * new_view) {m_view = new_view;}
// Returns the CPU time (in seconds) it took to render the last completed frame.
double GetLastFrameTimeCPU() const { return m_last_frame_time / SDL_GetPerformanceFrequency(); }
// Returns the GPU time (in seconds) it took to render the last completed frame.
double GetLastFrameTimeGPU() const;
+
+ void RequestQuit() {m_no_quit_requested = false;}
+ bool QuitRequested() const {return !m_no_quit_requested;}
+
+ void ShowDebugFont(bool show = true) {m_show_debug_font = show;}
+ bool DebugFontShown() const {return m_show_debug_font;}
+
+ bool Valid() const {return m_window != NULL;}
private:
void ResizeViewport(int width, int height);
void DebugFontFlush();
SDL_Window *m_window;
SDL_GLContext m_gl_context;
ShaderProgram m_texture_prog;
+ ShaderProgram m_font_prog;
GLint m_colour_uniform_location;
GraphicsBuffer m_viewport_ubo;
stbtt_bakedchar m_debug_font_rects[96];
GraphicsBuffer m_debug_font_indices;
int m_debug_font_vertex_head;
int m_debug_font_index_head;
+ View * m_view;
+ bool m_no_quit_requested;
+ bool m_show_debug_font;
};
}