Wizard Engine
2D cross-platform game engine built around SDL2
 
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window.hpp
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1/*
2 Wizard Engine
3 Copyright (C) 2023-2024 Zana Domán
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22#ifndef WIZARD_ENGINE_WINDOW_HPP
23#define WIZARD_ENGINE_WINDOW_HPP
24
27
28namespace wze {
34class window final {
35 private:
36 static SDL_Window* _base;
37 static uint16_t _width;
38 static uint16_t _height;
39
45 window() = default;
46
47 public:
48#ifdef __WIZARD_ENGINE_INTERNAL__
55 [[nodiscard]] static SDL_Window* base();
56#endif /* __WIZARD_ENGINE_INTERNAL__ */
57
64 [[nodiscard]] static uint16_t width();
65
72 [[nodiscard]] static uint16_t height();
73
80 [[nodiscard]] static std::string title();
81
88 static void set_title(std::string const& title);
89
96 static void set_icon(std::shared_ptr<image> const& icon);
97
104 [[nodiscard]] static bool visible();
105
112 [[nodiscard]] static bool focused();
113
114#ifdef __WIZARD_ENGINE_INTERNAL__
125 static void initialize(std::string const& title, uint16_t width,
126 uint16_t height);
127#endif /* __WIZARD_ENGINE_INTERNAL__ */
128};
129} /* namespace wze */
130
131#endif /* WIZARD_ENGINE_WINDOW_HPP */
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Wizard Engine.