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#ifndef DISPLAY_INCLUDED_H
#define DISPLAY_INCLUDED_H
#include "chronology.hpp"
#include "collection.hpp"
#include "inputHandler.h" // IWYU pragma: keep
#include "ptr.hpp"
#include <SDL2/SDL.h>
#include <special_members.hpp>
#include <string>
#include <type_traits>
class GameState;
class Window {
public:
Window(int width, int height, const std::string & title);
virtual ~Window() = default;
NO_COPY(Window);
NO_MOVE(Window);
virtual void tick(TickDuration elapsed) = 0;
void refresh(const GameState *) const;
bool handleInput(const SDL_Event & e);
void clear(float r, float g, float b, float a) const;
void swapBuffers() const;
protected:
SDL_GLContext glContext() const;
virtual void render(const GameState *) const = 0;
using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
SDL_WindowPtr m_window;
Collection<InputHandler> inputStack;
};
#endif
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