view src/video/SDL_sysvideo.h @ 5067:61d53410eb41

Fixed bug #859 CREATE_SUBDIRS helps a lot if browsing HTML documentation in a file browser. ALWAYS_DETAILED_SEC makes sure everything has at least the automatic documentation like function prototype and source references. STRIP_FROM_PATH allows you to include only the relevant portions of the files' paths, cleaning up both the file list and directory tree, though you need to change the path listed here to match wherever you put SDL. ALIASES avoids some warnings generated by C:\source\svn.libsdl.org\trunk\SDL\src\joystick\darwin\10.3.9-FIX\IOHIDLib.h. It seems Apple uses a few commands which are not normally supported by Doxygen. BUILTIN_STL_SUPPORT adds support for parsing code which makes use of the standard template library. There isn't a lot of C++ in SDL (some in bwindow at least), but this still seems like a good idea. TYPEDEF_HIDES_STRUCT means that for code like this: typedef struct A {int B;} C; C is documented as a structure containing B instead of a typedef mapped to A. EXTRACT_ALL, EXTRACT_PRIVATE, EXTRACT_STATIC, EXTRACT_LOCAL_METHODS, EXTRACT_ANON_NSPACES and INTERNAL_DOCS make sure that _everything_ is documented. CASE_SENSE_NAMES = NO avoids potential conflicts when building documentation on case insensitive file systems like NTFS and FAT32. WARN_NO_PARAMDOC lets you know when you have documented some, but not all, of the parameters of a function. This is useful when you're working on adding such documentation since it makes partially documented functions easier to spot. WARN_LOGFILE writes warnings to a seperate file instead of mixing them in with stdout. When not running in quiet mode, these warnings can be hard to spot without this flag. I added *.h.in and *.h.default to FILE_PATTERNS to generate documentation for config.h.in and config.h.default. RECURSIVE tells doxygen to look not only in the input directory, but also in subfolders. EXCLUDE avoids documenting things like test programs, examples and templates which need to be documented separately. I've used EXCLUDE_PATTERNS to exclude non-source subdirectories that often find their way into source folders (such as obj or .svn). EXAMPLE_PATH lists directories doxygen will search to find included example code. So far, SDL doesn't really use this feature, but I've listed some likely locations. SOURCE_BROWSER adds syntax highlighted source code to the HTML output. USE_HTAGS is nice, but not available on Windows. INLINE_SOURCES adds the body of a function to it's documentation so you can quickly see exactly what it does. ALPHABETICAL_INDEX generates an alphabetical list of all structures, functions, etc., which makes it much easier to find what you're looking for. IGNORE_PREFIX skips the SDL_ prefix when deciding which index page to place an item on so you don't have everything show up under "S". HTML_DYNAMIC_SECTIONS hides the includes/included by diagrams by default and adds JavaScript to allow the user to show and hide them by clicking a link. ENUM_VALUES_PER_LINE = 1 makes enums easier to read by placing each value on it's own line. GENERATE_TREEVIEW produces a two frame index page with a navigation tree on the left. I have LaTeX and man pages turned off to speed up doxygen, you may want to turn them back on yourself. I added _WIN32=1 to PREDEFINED to cause SDL to output documentation related to Win32 builds of SDL. Normally, doxygen gets confused since there are multiple definitions for various structures and formats that vary by platform. Without this doxygen can produce broken documentation or, if you're lucky, output documentation only for the dummy drivers, which isn't very useful. You need to pick a platform. GENERATE_TAGFILE produces a file which can be used to link other doxygen documentation to the SDL documentation. CLASS_DIAGRAMS turns on class diagrams even when dot is not available. HAVE_DOT tells doxygen to try to use dot to generate diagrams. TEMPLATE_RELATIONS and INCLUDE_GRAPH add additional diagrams to the documentation. DOT_MULTI_TARGETS speeds up dot. OUTPUT_DIRECTORY, INPUT and other paths reflect the fact that this Doxyfile is intended to process src as well as include and is being run from a separate subdirectory. Doxygen produces several temporary files while it's running and if interrupted, can leave those files behind. It's easier to clean up if there aren't a hundred or so files in the same folder. I typically run doxygen in SDL/doxy and set the output directory to '.'. Since doxygen puts it's output in subfolders by type, this keeps things pretty well organised. You could use '../doc' instead and get the same results.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 21 Jan 2011 12:57:01 -0800
parents e8916fe9cfc8
children 797b37c0c046
line wrap: on
line source

/*
    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_DIRECTFB
extern VideoBootStrap DirectFB_bootstrap;
#endif
#if SDL_VIDEO_DRIVER_WINDOWS
extern VideoBootStrap WINDOWS_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 */

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