SDL implementation for Window. More...
#include <NEngine/Native/SDL/SDL_Window.h>
Public Member Functions | |
bool | createWindow (const USize2 &winSize, const unsigned short bpp, const bool isFullscreen, const std::string &windowName, const std::string &windowIcon="", const bool showCursor=false) |
open the window | |
void | destroyWindow (void) |
Close the Window. | |
USize2 | getWindowSize (void) const |
Get the size of the Window. | |
int | getBitsPerPixel (void) const |
Get the number of bits per pixel. | |
bool | needWindowClosure (void) const |
Return if the window should be closed. | |
Static Public Attributes | |
static bool | isRedCrossPressed = false |
Protected Member Functions | |
void * | getNativeWindow (void) const |
return a pointer to the native window handle |
SDL implementation for Window.
bool NE::SDL_Window::createWindow | ( | const USize2 & | winSize, | |
const unsigned short | bpp, | |||
const bool | isFullscreen, | |||
const std::string & | windowName, | |||
const std::string & | windowIcon = "" , |
|||
const bool | showCursor = false | |||
) | [virtual] |
open the window
winSize | the size of the window to open | |
bpp | the bits per pixel needed by the window | |
isFullscreen | true if the window must be fullscreen | |
windowName | the name of the window to display | |
windowIcon | the path to the icon to use | |
showCursor | true if the cursor is visible when on the window |
Implements NE::Window.
int NE::SDL_Window::getBitsPerPixel | ( | void | ) | const [virtual] |
Get the number of bits per pixel.
Implements NE::Window.
void* NE::SDL_Window::getNativeWindow | ( | void | ) | const [inline, protected, virtual] |
return a pointer to the native window handle
Implements NE::Window.
USize2 NE::SDL_Window::getWindowSize | ( | void | ) | const [virtual] |
bool NE::SDL_Window::needWindowClosure | ( | void | ) | const [inline, virtual] |
Return if the window should be closed.
Implements NE::Window.
bool NE::SDL_Window::isRedCrossPressed = false [static] |
Tell if the red cross button has been pressed