2026-02-11 19:40:26 +08:00
|
|
|
|
#pragma once
|
|
|
|
|
|
|
2026-02-25 06:23:53 +08:00
|
|
|
|
#include <core/types.h>
|
|
|
|
|
|
#include <core/string.h>
|
|
|
|
|
|
#include <core/math_types.h>
|
2026-02-11 19:40:26 +08:00
|
|
|
|
#include <functional>
|
|
|
|
|
|
|
|
|
|
|
|
#include <SDL.h>
|
|
|
|
|
|
|
|
|
|
|
|
namespace extra2d {
|
|
|
|
|
|
|
|
|
|
|
|
// 前向声明
|
|
|
|
|
|
class EventQueue;
|
|
|
|
|
|
class Input;
|
|
|
|
|
|
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
// 窗口配置
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
struct WindowConfig {
|
|
|
|
|
|
std::string title = "Extra2D Application";
|
|
|
|
|
|
int width = 1280;
|
|
|
|
|
|
int height = 720;
|
|
|
|
|
|
bool fullscreen = true;
|
|
|
|
|
|
bool resizable = false;
|
|
|
|
|
|
bool vsync = true;
|
|
|
|
|
|
int msaaSamples = 0;
|
|
|
|
|
|
bool centerWindow = true;
|
|
|
|
|
|
bool enableCursors = true;
|
|
|
|
|
|
bool enableDpiScale = true;
|
|
|
|
|
|
bool fullscreenDesktop = true; // true: SDL_WINDOW_FULLSCREEN_DESKTOP, false: SDL_WINDOW_FULLSCREEN
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
// 鼠标光标形状枚举
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
enum class CursorShape {
|
|
|
|
|
|
Arrow,
|
|
|
|
|
|
IBeam,
|
|
|
|
|
|
Crosshair,
|
|
|
|
|
|
Hand,
|
|
|
|
|
|
HResize,
|
|
|
|
|
|
VResize,
|
|
|
|
|
|
ResizeAll,
|
|
|
|
|
|
ResizeNWSE,
|
|
|
|
|
|
ResizeNESW
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
// Window 类 - SDL2 Window + GLES 3.2 封装
|
|
|
|
|
|
// 支持平台: Nintendo Switch, Windows, Linux, macOS
|
|
|
|
|
|
// ============================================================================
|
|
|
|
|
|
class Window {
|
|
|
|
|
|
public:
|
|
|
|
|
|
Window();
|
|
|
|
|
|
~Window();
|
|
|
|
|
|
|
|
|
|
|
|
// 创建窗口
|
|
|
|
|
|
bool create(const WindowConfig& config);
|
|
|
|
|
|
void destroy();
|
|
|
|
|
|
|
|
|
|
|
|
// 窗口操作
|
|
|
|
|
|
void pollEvents();
|
|
|
|
|
|
void swapBuffers();
|
|
|
|
|
|
bool shouldClose() const;
|
|
|
|
|
|
void setShouldClose(bool close);
|
|
|
|
|
|
|
|
|
|
|
|
// 窗口属性
|
|
|
|
|
|
void setTitle(const std::string& title);
|
|
|
|
|
|
void setSize(int width, int height);
|
|
|
|
|
|
void setPosition(int x, int y);
|
|
|
|
|
|
void setFullscreen(bool fullscreen);
|
|
|
|
|
|
void setVSync(bool enabled);
|
|
|
|
|
|
void setResizable(bool resizable);
|
|
|
|
|
|
|
|
|
|
|
|
// 获取窗口属性
|
|
|
|
|
|
int getWidth() const { return width_; }
|
|
|
|
|
|
int getHeight() const { return height_; }
|
|
|
|
|
|
Size getSize() const { return Size(static_cast<float>(width_), static_cast<float>(height_)); }
|
|
|
|
|
|
Vec2 getPosition() const;
|
|
|
|
|
|
bool isFullscreen() const { return fullscreen_; }
|
|
|
|
|
|
bool isVSync() const { return vsync_; }
|
|
|
|
|
|
|
|
|
|
|
|
// DPI 缩放 (PC 端自动检测,Switch 固定 1.0)
|
|
|
|
|
|
float getContentScaleX() const;
|
|
|
|
|
|
float getContentScaleY() const;
|
|
|
|
|
|
Vec2 getContentScale() const;
|
|
|
|
|
|
|
|
|
|
|
|
// 窗口状态
|
|
|
|
|
|
bool isFocused() const { return focused_; }
|
|
|
|
|
|
bool isMinimized() const;
|
|
|
|
|
|
bool isMaximized() const;
|
|
|
|
|
|
|
|
|
|
|
|
// 获取 SDL2 窗口和 GL 上下文
|
|
|
|
|
|
SDL_Window* getSDLWindow() const { return sdlWindow_; }
|
|
|
|
|
|
SDL_GLContext getGLContext() const { return glContext_; }
|
|
|
|
|
|
|
|
|
|
|
|
// 设置/获取用户数据
|
|
|
|
|
|
void setUserData(void* data) { userData_ = data; }
|
|
|
|
|
|
void* getUserData() const { return userData_; }
|
|
|
|
|
|
|
|
|
|
|
|
// 事件队列
|
|
|
|
|
|
void setEventQueue(EventQueue* queue) { eventQueue_ = queue; }
|
|
|
|
|
|
EventQueue* getEventQueue() const { return eventQueue_; }
|
|
|
|
|
|
|
|
|
|
|
|
// 获取输入管理器
|
|
|
|
|
|
Input* getInput() const { return input_.get(); }
|
|
|
|
|
|
|
|
|
|
|
|
// 光标操作 (PC 端有效,Switch 上为空操作)
|
|
|
|
|
|
void setCursor(CursorShape shape);
|
|
|
|
|
|
void resetCursor();
|
|
|
|
|
|
void setMouseVisible(bool visible);
|
|
|
|
|
|
|
|
|
|
|
|
// 窗口回调
|
|
|
|
|
|
using ResizeCallback = std::function<void(int width, int height)>;
|
|
|
|
|
|
using FocusCallback = std::function<void(bool focused)>;
|
|
|
|
|
|
using CloseCallback = std::function<void()>;
|
|
|
|
|
|
|
|
|
|
|
|
void setResizeCallback(ResizeCallback callback) { resizeCallback_ = callback; }
|
|
|
|
|
|
void setFocusCallback(FocusCallback callback) { focusCallback_ = callback; }
|
|
|
|
|
|
void setCloseCallback(CloseCallback callback) { closeCallback_ = callback; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
// SDL2 状态
|
|
|
|
|
|
SDL_Window* sdlWindow_;
|
|
|
|
|
|
SDL_GLContext glContext_;
|
|
|
|
|
|
SDL_Cursor* sdlCursors_[9]; // 光标缓存
|
|
|
|
|
|
SDL_Cursor* currentCursor_;
|
|
|
|
|
|
|
|
|
|
|
|
int width_;
|
|
|
|
|
|
int height_;
|
|
|
|
|
|
bool vsync_;
|
|
|
|
|
|
bool shouldClose_;
|
|
|
|
|
|
bool fullscreen_;
|
|
|
|
|
|
bool focused_;
|
|
|
|
|
|
float contentScaleX_;
|
|
|
|
|
|
float contentScaleY_;
|
|
|
|
|
|
bool enableDpiScale_;
|
|
|
|
|
|
void* userData_;
|
|
|
|
|
|
EventQueue* eventQueue_;
|
|
|
|
|
|
UniquePtr<Input> input_;
|
|
|
|
|
|
|
|
|
|
|
|
ResizeCallback resizeCallback_;
|
|
|
|
|
|
FocusCallback focusCallback_;
|
|
|
|
|
|
CloseCallback closeCallback_;
|
|
|
|
|
|
|
|
|
|
|
|
bool initSDL(const WindowConfig& config);
|
|
|
|
|
|
void deinitSDL();
|
|
|
|
|
|
void initCursors();
|
|
|
|
|
|
void deinitCursors();
|
|
|
|
|
|
void updateContentScale();
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
} // namespace extra2d
|