Mercurial > sdl-ios-xcode
view src/video/SDL_sysvideo.h @ 4976:3811132c584f
Added information about starting a command shell on the device
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 12 Jan 2011 12:40:11 -0800 |
parents | aa8888658021 |
children | 1cee937d9fcc |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifndef _SDL_sysvideo_h #define _SDL_sysvideo_h #include "SDL_mouse.h" #include "SDL_keysym.h" #include "SDL_shape.h" /* The SDL video driver */ typedef struct SDL_Renderer SDL_Renderer; typedef struct SDL_RenderDriver SDL_RenderDriver; typedef struct SDL_WindowShaper SDL_WindowShaper; typedef struct SDL_ShapeDriver SDL_ShapeDriver; typedef struct SDL_VideoDisplay SDL_VideoDisplay; typedef struct SDL_VideoDevice SDL_VideoDevice; /* Define the SDL texture structure */ struct SDL_Texture { const void *magic; Uint32 format; /**< The pixel format of the texture */ int access; /**< SDL_TextureAccess */ int w; /**< The width of the texture */ int h; /**< The height of the texture */ int modMode; /**< The texture modulation mode */ SDL_BlendMode blendMode; /**< The texture blend mode */ SDL_ScaleMode scaleMode; /**< The texture scale mode */ Uint8 r, g, b, a; /**< Texture modulation values */ SDL_Renderer *renderer; void *driverdata; /**< Driver specific texture representation */ SDL_Texture *prev; SDL_Texture *next; }; /* Define the SDL renderer structure */ struct SDL_Renderer { int (*ActivateRenderer) (SDL_Renderer * renderer); int (*DisplayModeChanged) (SDL_Renderer * renderer); int (*CreateTexture) (SDL_Renderer * renderer, SDL_Texture * texture); int (*QueryTexturePixels) (SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch); int (*SetTexturePalette) (SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors); int (*GetTexturePalette) (SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors); int (*SetTextureColorMod) (SDL_Renderer * renderer, SDL_Texture * texture); int (*SetTextureAlphaMod) (SDL_Renderer * renderer, SDL_Texture * texture); int (*SetTextureBlendMode) (SDL_Renderer * renderer, SDL_Texture * texture); int (*SetTextureScaleMode) (SDL_Renderer * renderer, SDL_Texture * texture); int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, int markDirty, void **pixels, int *pitch); void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture); void (*DirtyTexture) (SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects); int (*SetDrawColor) (SDL_Renderer * renderer); int (*SetDrawBlendMode) (SDL_Renderer * renderer); int (*RenderClear) (SDL_Renderer * renderer); int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points, int count); int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_Point * points, int count); int (*RenderDrawRects) (SDL_Renderer * renderer, const SDL_Rect ** rects, int count); int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_Rect ** rects, int count); int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); int (*RenderReadPixels) (SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, void * pixels, int pitch); int (*RenderWritePixels) (SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 format, const void * pixels, int pitch); void (*RenderPresent) (SDL_Renderer * renderer); void (*DestroyTexture) (SDL_Renderer * renderer, SDL_Texture * texture); void (*DestroyRenderer) (SDL_Renderer * renderer); /* The current renderer info */ SDL_RendererInfo info; /* The window associated with the renderer */ SDL_Window *window; /* The list of textures */ SDL_Texture *textures; Uint8 r, g, b, a; /**< Color for drawing operations values */ SDL_BlendMode blendMode; /**< The drawing blend mode */ void *driverdata; }; /* Define the SDL render driver structure */ struct SDL_RenderDriver { SDL_Renderer *(*CreateRenderer) (SDL_Window * window, Uint32 flags); /* Info about the renderer capabilities */ SDL_RendererInfo info; }; /* Define the SDL window-shaper structure */ struct SDL_WindowShaper { /* The window associated with the shaper */ SDL_Window *window; /* The user's specified coordinates for the window, for once we give it a shape. */ Uint32 userx,usery; /* The parameters for shape calculation. */ SDL_WindowShapeMode mode; /* Has this window been assigned a shape? */ SDL_bool hasshape; void *driverdata; }; /* Define the SDL shape driver structure */ struct SDL_ShapeDriver { SDL_WindowShaper *(*CreateShaper)(SDL_Window * window); int (*SetWindowShape)(SDL_WindowShaper *shaper,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode); int (*ResizeWindowShape)(SDL_Window *window); }; /* Define the SDL window structure, corresponding to toplevel windows */ struct SDL_Window { const void *magic; Uint32 id; char *title; int x, y; int w, h; Uint32 flags; SDL_VideoDisplay *display; SDL_Renderer *renderer; SDL_DisplayMode fullscreen_mode; SDL_WindowShaper *shaper; void *userdata; void *driverdata; SDL_Window *prev; SDL_Window *next; }; #define FULLSCREEN_VISIBLE(W) \ (((W)->flags & SDL_WINDOW_FULLSCREEN) && \ ((W)->flags & SDL_WINDOW_SHOWN) && \ !((W)->flags & SDL_WINDOW_MINIMIZED)) /* * Define the SDL display structure This corresponds to physical monitors * attached to the system. */ struct SDL_VideoDisplay { int max_display_modes; int num_display_modes; SDL_DisplayMode *display_modes; SDL_DisplayMode desktop_mode; SDL_DisplayMode current_mode; SDL_bool updating_fullscreen; SDL_Palette *palette; Uint16 *gamma; Uint16 *saved_gamma; /* (just offset into gamma) */ int num_render_drivers; SDL_RenderDriver *render_drivers; SDL_Window *windows; SDL_Window *fullscreen_window; SDL_Renderer *current_renderer; SDL_VideoDevice *device; void *driverdata; }; /* Define the SDL video driver structure */ #define _THIS SDL_VideoDevice *_this struct SDL_VideoDevice { /* * * */ /* The name of this video driver */ const char *name; /* * * */ /* Initialization/Query functions */ /* * Initialize the native video subsystem, filling in the list of * displays for this driver, returning 0 or -1 if there's an error. */ int (*VideoInit) (_THIS); /* * Reverse the effects VideoInit() -- called if VideoInit() fails or * if the application is shutting down the video subsystem. */ void (*VideoQuit) (_THIS); /* * * */ /* * Display functions */ /* * Get the bounds of a display */ int (*GetDisplayBounds) (_THIS, SDL_VideoDisplay * display, SDL_Rect * rect); /* * Get a list of the available display modes. e.g. * SDL_AddDisplayMode(_this->current_display, mode) */ void (*GetDisplayModes) (_THIS, SDL_VideoDisplay * display); /* * Setting the display mode is independent of creating windows, so * when the display mode is changed, all existing windows should have * their data updated accordingly, including the display surfaces * associated with them. */ int (*SetDisplayMode) (_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode); /* Set the color entries of the display palette */ int (*SetDisplayPalette) (_THIS, SDL_VideoDisplay * display, SDL_Palette * palette); /* Get the color entries of the display palette */ int (*GetDisplayPalette) (_THIS, SDL_VideoDisplay * display, SDL_Palette * palette); /* Set the gamma ramp */ int (*SetDisplayGammaRamp) (_THIS, SDL_VideoDisplay * display, Uint16 * ramp); /* Get the gamma ramp */ int (*GetDisplayGammaRamp) (_THIS, SDL_VideoDisplay * display, Uint16 * ramp); /* * * */ /* * Window functions */ int (*CreateWindow) (_THIS, SDL_Window * window); int (*CreateWindowFrom) (_THIS, SDL_Window * window, const void *data); void (*SetWindowTitle) (_THIS, SDL_Window * window); void (*SetWindowIcon) (_THIS, SDL_Window * window, SDL_Surface * icon); void (*SetWindowPosition) (_THIS, SDL_Window * window); void (*SetWindowSize) (_THIS, SDL_Window * window); void (*ShowWindow) (_THIS, SDL_Window * window); void (*HideWindow) (_THIS, SDL_Window * window); void (*RaiseWindow) (_THIS, SDL_Window * window); void (*MaximizeWindow) (_THIS, SDL_Window * window); void (*MinimizeWindow) (_THIS, SDL_Window * window); void (*RestoreWindow) (_THIS, SDL_Window * window); void (*SetWindowGrab) (_THIS, SDL_Window * window); void (*DestroyWindow) (_THIS, SDL_Window * window); /* * * */ /* * Shaped-window functions */ SDL_ShapeDriver shape_driver; /* Get some platform dependent window information */ SDL_bool(*GetWindowWMInfo) (_THIS, SDL_Window * window, struct SDL_SysWMinfo * info); /* * * */ /* * OpenGL support */ int (*GL_LoadLibrary) (_THIS, const char *path); void *(*GL_GetProcAddress) (_THIS, const char *proc); void (*GL_UnloadLibrary) (_THIS); SDL_GLContext(*GL_CreateContext) (_THIS, SDL_Window * window); int (*GL_MakeCurrent) (_THIS, SDL_Window * window, SDL_GLContext context); int (*GL_SetSwapInterval) (_THIS, int interval); int (*GL_GetSwapInterval) (_THIS); void (*GL_SwapWindow) (_THIS, SDL_Window * window); void (*GL_DeleteContext) (_THIS, SDL_GLContext context); /* * * */ /* * Event manager functions */ void (*PumpEvents) (_THIS); /* Suspend the screensaver */ void (*SuspendScreenSaver) (_THIS); /* Text input */ void (*StartTextInput) (_THIS); void (*StopTextInput) (_THIS); void (*SetTextInputRect) (_THIS, SDL_Rect *rect); /* Clipboard */ int (*SetClipboardText) (_THIS, const char *text); char * (*GetClipboardText) (_THIS); SDL_bool (*HasClipboardText) (_THIS); /* * * */ /* Data common to all drivers */ SDL_bool suspend_screensaver; int num_displays; SDL_VideoDisplay *displays; int current_display; Uint8 window_magic; Uint8 texture_magic; Uint32 next_object_id; char * clipboard_text; /* * * */ /* Data used by the GL drivers */ struct { int red_size; int green_size; int blue_size; int alpha_size; int depth_size; int buffer_size; int stencil_size; int double_buffer; int accum_red_size; int accum_green_size; int accum_blue_size; int accum_alpha_size; int stereo; int multisamplebuffers; int multisamplesamples; int accelerated; int major_version; int minor_version; int retained_backing; int driver_loaded; char driver_path[256]; void *dll_handle; } gl_config; /* * * */ /* Data private to this driver */ void *driverdata; struct SDL_GLDriverData *gl_data; #if SDL_VIDEO_DRIVER_PANDORA struct SDL_PrivateGLESData *gles_data; #endif /* * * */ /* The function used to dispose of this structure */ void (*free) (_THIS); }; typedef struct VideoBootStrap { const char *name; const char *desc; int (*available) (void); SDL_VideoDevice *(*create) (int devindex); } VideoBootStrap; #if SDL_VIDEO_DRIVER_COCOA extern VideoBootStrap COCOA_bootstrap; #endif #if SDL_VIDEO_DRIVER_X11 extern VideoBootStrap X11_bootstrap; #endif #if SDL_VIDEO_DRIVER_FBCON extern VideoBootStrap FBCON_bootstrap; #endif #if SDL_VIDEO_DRIVER_DIRECTFB extern VideoBootStrap DirectFB_bootstrap; #endif #if SDL_VIDEO_DRIVER_PS3 extern VideoBootStrap PS3_bootstrap; #endif #if SDL_VIDEO_DRIVER_SVGALIB extern VideoBootStrap SVGALIB_bootstrap; #endif #if SDL_VIDEO_DRIVER_WIN32 extern VideoBootStrap WIN32_bootstrap; #endif #if SDL_VIDEO_DRIVER_BWINDOW extern VideoBootStrap BWINDOW_bootstrap; #endif #if SDL_VIDEO_DRIVER_PHOTON extern VideoBootStrap photon_bootstrap; #endif #if SDL_VIDEO_DRIVER_QNXGF extern VideoBootStrap qnxgf_bootstrap; #endif #if SDL_VIDEO_DRIVER_EPOC extern VideoBootStrap EPOC_bootstrap; #endif #if SDL_VIDEO_DRIVER_RISCOS extern VideoBootStrap RISCOS_bootstrap; #endif #if SDL_VIDEO_DRIVER_UIKIT extern VideoBootStrap UIKIT_bootstrap; #endif #if SDL_VIDEO_DRIVER_DUMMY extern VideoBootStrap DUMMY_bootstrap; #endif #if SDL_VIDEO_DRIVER_NDS extern VideoBootStrap NDS_bootstrap; #endif #if SDL_VIDEO_DRIVER_PANDORA extern VideoBootStrap PND_bootstrap; #endif #if SDL_VIDEO_DRIVER_ANDROID extern VideoBootStrap Android_bootstrap; #endif #define SDL_CurrentDisplay (&_this->displays[_this->current_display]) #define SDL_CurrentRenderer (SDL_CurrentDisplay->current_renderer) extern SDL_VideoDevice *SDL_GetVideoDevice(void); extern int SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode); extern int SDL_AddVideoDisplay(const SDL_VideoDisplay * display); extern SDL_bool SDL_AddDisplayMode(SDL_VideoDisplay *display, const SDL_DisplayMode * mode); extern int SDL_GetNumDisplayModesForDisplay(SDL_VideoDisplay * display); extern int SDL_GetDisplayModeForDisplay(SDL_VideoDisplay * display, int index, SDL_DisplayMode * mode); extern int SDL_GetDesktopDisplayModeForDisplay(SDL_VideoDisplay * display, SDL_DisplayMode * mode); extern int SDL_GetCurrentDisplayModeForDisplay(SDL_VideoDisplay * display, SDL_DisplayMode * mode); extern SDL_DisplayMode * SDL_GetClosestDisplayModeForDisplay(SDL_VideoDisplay * display, const SDL_DisplayMode * mode, SDL_DisplayMode * closest); extern int SDL_SetDisplayModeForDisplay(SDL_VideoDisplay * display, const SDL_DisplayMode * mode); extern int SDL_SetPaletteForDisplay(SDL_VideoDisplay * display, const SDL_Color * colors, int firstcolor, int ncolors); extern int SDL_GetPaletteForDisplay(SDL_VideoDisplay * display, SDL_Color * colors, int firstcolor, int ncolors); extern int SDL_SetGammaRampForDisplay(SDL_VideoDisplay * display, const Uint16 * red, const Uint16 * green, const Uint16 * blue); extern int SDL_GetGammaRampForDisplay(SDL_VideoDisplay * display, Uint16 * red, Uint16 * green, Uint16 * blue); extern void SDL_AddRenderDriver(SDL_VideoDisplay *display, const SDL_RenderDriver * driver); extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags); extern void SDL_OnWindowShown(SDL_Window * window); extern void SDL_OnWindowHidden(SDL_Window * window); extern void SDL_OnWindowResized(SDL_Window * window); extern void SDL_OnWindowMinimized(SDL_Window * window); extern void SDL_OnWindowRestored(SDL_Window * window); extern void SDL_OnWindowFocusGained(SDL_Window * window); extern void SDL_OnWindowFocusLost(SDL_Window * window); extern SDL_Window * SDL_GetFocusWindow(void); #endif /* _SDL_sysvideo_h */ /* vi: set ts=4 sw=4 expandtab: */