World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
60 }
else if (clicks >= 2) {
66 }
else if (clicks >= 2) {
119 return (
void *)wmInfo.
info.
win.window;
121 return (
void *)wmInfo.
info.
x11.window;
194 return '0' + (key -
SDLK_0);
198 return 'A' + (key -
SDLK_a);
200 return 'a' + (key -
SDLK_a);
210 return VK_F1 + (key -
SDLK_F1);
231 for (
int i = 0; i <
sizeof(sdlk2vk) /
sizeof(*sdlk2vk); ++i) {
232 if (sdlk2vk[i].sdlk == key) {
233 return sdlk2vk[i].vk;
void * GetWinApiHandle() override
void OpenGlCreate() override
struct SDL_SysWMinfo::@107::@108 win
const DECLSPEC char *SDLCALL SDL_GetError(void)
SDL_MouseMotionEvent motion
SDL_MouseButtonEvent button
@ SDL_WINDOWEVENT_FOCUS_LOST
SDL_GLContext sdlOpenGlContext
DECLSPEC void SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h)
Get the size of a window's client area.
DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window)
Create an OpenGL context for use with an OpenGL window, and make it current.
void SetFullscreenMode() override
int SdlkToChar(SDL_Keycode key, bool uppercase) const
GLubyte GLubyte GLubyte GLubyte w
Point TransformCursorPos(Point &pt) const override
GLfloat GLfloat GLfloat GLfloat h
Sint32 SDL_Keycode
The SDL virtual key representation.
@ SDL_APP_WILLENTERFOREGROUND
EGLSurface EGLint EGLint y
GameWindowHandler * gameCallback
DECLSPEC int SDLCALL SDL_GL_SetSwapInterval(int interval)
Set the swap interval for the current OpenGL context.
union SDL_SysWMinfo::@107 info
DECLSPEC void SDLCALL SDL_ShowWindow(SDL_Window *window)
Show a window.
void SetCursor(const char *cursor_name) override
DECLSPEC Uint32 SDLCALL SDL_GetMouseState(int *x, int *y)
Retrieve the current state of the mouse.
void Info(const wchar_t *pFormat,...)
DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value)
Set an OpenGL window attribute before window creation.
void Warning(const wchar_t *pFormat,...)
@ SDL_WINDOWEVENT_EXPOSED
struct SDL_SysWMinfo::@107::@110 x11
DECLSPEC void SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y)
Get the position of a window.
@ SDL_APP_WILLENTERBACKGROUND
bool _507B98_ctrl_pressed
bool OnOSMenu(int item_id) override
void MessageProc(const SDL_Event &e)
int GetY() const override
DECLSPEC Uint32 SDLCALL SDL_GetWindowFlags(SDL_Window *window)
Get the window flags.
void Engine_DeinitializeAndTerminate(int exitCode)
void PeekSingleMessage() override
DECLSPEC void SDLCALL SDL_RaiseWindow(SDL_Window *window)
Raise a window above other windows and set the input focus.
unsigned int GetWidth() const override
void SetWindowedMode(int new_window_width, int new_window_height) override
The structure that defines a point (integer)
void OpenGlSwapBuffers() override
DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event)
Polls for currently pending events.
int SdlkToVk(SDL_Keycode key) const
@ SDL_WINDOWEVENT_FOCUS_GAINED
DECLSPEC void SDLCALL SDL_GL_SwapWindow(SDL_Window *window)
Swap the OpenGL buffers for a window, if double-buffering is supported.
unsigned int GetHeight() const override
DECLSPEC SDL_bool SDLCALL SDL_GetWindowWMInfo(SDL_Window *window, SDL_SysWMinfo *info)
This function allows access to driver-dependent window information.
int GetX() const override
void PeekMessageLoop() override