refactor(core): 移除字符串编码转换工具并清理头文件包含
移除不再使用的字符串编码转换工具文件 string.h,并清理相关头文件包含关系 调整部分头文件中的代码格式,优化枚举和结构体定义
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b949d1a3da
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2767d64bf8
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@ -1,10 +1,8 @@
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#pragma once
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#include <extra2d/core/string.h>
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#include <extra2d/core/types.h>
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#include <extra2d/graphics/render_backend.h>
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#include <extra2d/platform/window.h>
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#include <memory>
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namespace extra2d {
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@ -22,11 +20,7 @@ class Camera;
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// Application 配置
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// ============================================================================
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enum class PlatformType {
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Auto = 0,
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PC,
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Switch
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};
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enum class PlatformType { Auto = 0, PC, Switch };
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struct AppConfig {
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std::string title = "Easy2D Application";
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@ -40,8 +34,8 @@ struct AppConfig {
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int msaaSamples = 0;
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PlatformType platform = PlatformType::Auto;
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// 窗口高级配置
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bool enableCursors = true; // 是否启用光标
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bool enableDpiScale = false; // 是否启用DPI缩放
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bool enableCursors = true; // 是否启用光标
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bool enableDpiScale = false; // 是否启用DPI缩放
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};
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// ============================================================================
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@ -90,7 +84,8 @@ public:
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// 便捷方法
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// ------------------------------------------------------------------------
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void enterScene(Ptr<class Scene> scene);
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void enterScene(Ptr<class Scene> scene, Ptr<class TransitionScene> transitionScene);
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void enterScene(Ptr<class Scene> scene,
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Ptr<class TransitionScene> transitionScene);
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float deltaTime() const { return deltaTime_; }
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float totalTime() const { return totalTime_; }
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@ -1,209 +0,0 @@
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#pragma once
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#include <string>
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namespace extra2d {
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// ============================================================================
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// 字符串编码转换工具函数
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// 统一使用 std::string (UTF-8) 作为项目标准字符串类型
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// ============================================================================
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// UTF-8 ↔ UTF-16 转换
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std::u16string utf8ToUtf16(const std::string& utf8);
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std::string utf16ToUtf8(const std::u16string& utf16);
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// UTF-8 ↔ UTF-32 转换
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std::u32string utf8ToUtf32(const std::string& utf8);
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std::string utf32ToUtf8(const std::u32string& utf32);
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// UTF-8 ↔ Wide String 转换
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std::wstring utf8ToWide(const std::string& utf8);
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std::string wideToUtf8(const std::wstring& wide);
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// UTF-8 ↔ GBK/GB2312 转换(Windows 中文系统常用)
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std::string utf8ToGbk(const std::string& utf8);
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std::string gbkToUtf8(const std::string& gbk);
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// ============================================================================
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// 内联实现
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// ============================================================================
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inline std::u16string utf8ToUtf16(const std::string& utf8) {
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if (utf8.empty()) return std::u16string();
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// UTF-8 → UTF-32 → UTF-16 (with surrogate pairs)
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std::u32string u32 = utf8ToUtf32(utf8);
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std::u16string result;
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result.reserve(u32.size());
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for (char32_t ch : u32) {
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if (ch <= 0xFFFF) {
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result.push_back(static_cast<char16_t>(ch));
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} else if (ch <= 0x10FFFF) {
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// Surrogate pair
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ch -= 0x10000;
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result.push_back(static_cast<char16_t>(0xD800 | (ch >> 10)));
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result.push_back(static_cast<char16_t>(0xDC00 | (ch & 0x3FF)));
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}
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}
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return result;
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}
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inline std::string utf16ToUtf8(const std::u16string& utf16) {
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if (utf16.empty()) return std::string();
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// UTF-16 → UTF-32 → UTF-8
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std::u32string u32;
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u32.reserve(utf16.size());
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for (size_t i = 0; i < utf16.size(); ++i) {
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char16_t cu = utf16[i];
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char32_t ch;
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if (cu >= 0xD800 && cu <= 0xDBFF && i + 1 < utf16.size()) {
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// High surrogate
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char16_t cl = utf16[i + 1];
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if (cl >= 0xDC00 && cl <= 0xDFFF) {
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ch = 0x10000 + ((static_cast<char32_t>(cu - 0xD800) << 10) |
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(cl - 0xDC00));
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++i;
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} else {
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ch = cu; // Invalid, pass through
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}
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} else {
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ch = cu;
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}
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u32.push_back(ch);
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}
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return utf32ToUtf8(u32);
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}
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inline std::u32string utf8ToUtf32(const std::string& utf8) {
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std::u32string result;
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result.reserve(utf8.size());
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const char* ptr = utf8.c_str();
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const char* end = ptr + utf8.size();
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while (ptr < end) {
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char32_t ch = 0;
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unsigned char byte = static_cast<unsigned char>(*ptr);
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if ((byte & 0x80) == 0) {
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// 1-byte sequence
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ch = byte;
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ptr += 1;
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} else if ((byte & 0xE0) == 0xC0) {
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// 2-byte sequence
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ch = (byte & 0x1F) << 6;
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ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F);
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ptr += 2;
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} else if ((byte & 0xF0) == 0xE0) {
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// 3-byte sequence
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ch = (byte & 0x0F) << 12;
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ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 6;
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ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F);
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ptr += 3;
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} else if ((byte & 0xF8) == 0xF0) {
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// 4-byte sequence
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ch = (byte & 0x07) << 18;
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ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 12;
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ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F) << 6;
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ch |= (static_cast<unsigned char>(ptr[3]) & 0x3F);
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ptr += 4;
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} else {
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// Invalid UTF-8, skip
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ptr += 1;
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continue;
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}
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result.push_back(ch);
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}
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return result;
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}
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inline std::string utf32ToUtf8(const std::u32string& utf32) {
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std::string result;
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for (char32_t ch : utf32) {
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if (ch <= 0x7F) {
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// 1-byte
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result.push_back(static_cast<char>(ch));
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} else if (ch <= 0x7FF) {
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// 2-byte
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result.push_back(static_cast<char>(0xC0 | ((ch >> 6) & 0x1F)));
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result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
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} else if (ch <= 0xFFFF) {
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// 3-byte
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result.push_back(static_cast<char>(0xE0 | ((ch >> 12) & 0x0F)));
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result.push_back(static_cast<char>(0x80 | ((ch >> 6) & 0x3F)));
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result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
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} else if (ch <= 0x10FFFF) {
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// 4-byte
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result.push_back(static_cast<char>(0xF0 | ((ch >> 18) & 0x07)));
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result.push_back(static_cast<char>(0x80 | ((ch >> 12) & 0x3F)));
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result.push_back(static_cast<char>(0x80 | ((ch >> 6) & 0x3F)));
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result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
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}
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}
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return result;
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}
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inline std::wstring utf8ToWide(const std::string& utf8) {
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if (utf8.empty()) return std::wstring();
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if constexpr (sizeof(wchar_t) == 4) {
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// wchar_t is 32-bit (Linux/Switch): same as UTF-32
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std::u32string u32 = utf8ToUtf32(utf8);
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return std::wstring(u32.begin(), u32.end());
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} else {
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// wchar_t is 16-bit (Windows): same as UTF-16
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std::u16string u16 = utf8ToUtf16(utf8);
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return std::wstring(u16.begin(), u16.end());
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}
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}
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inline std::string wideToUtf8(const std::wstring& wide) {
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if (wide.empty()) return std::string();
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if constexpr (sizeof(wchar_t) == 4) {
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std::u32string u32(wide.begin(), wide.end());
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return utf32ToUtf8(u32);
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} else {
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std::u16string u16(wide.begin(), wide.end());
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return utf16ToUtf8(u16);
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}
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}
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// GBK/GB2312 转换(Windows 平台实现)
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// 注意:Windows 实现在 .cpp 文件中,避免头文件包含 windows.h 导致冲突
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#ifdef _WIN32
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// 前向声明,实现在 .cpp 文件中
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std::string utf8ToGbkImpl(const std::string& utf8);
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std::string gbkToUtf8Impl(const std::string& gbk);
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inline std::string utf8ToGbk(const std::string& utf8) {
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return utf8ToGbkImpl(utf8);
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}
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inline std::string gbkToUtf8(const std::string& gbk) {
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return gbkToUtf8Impl(gbk);
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}
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#else
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// 非 Windows 平台,GBK 转换使用 iconv 或返回原字符串
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inline std::string utf8ToGbk(const std::string& utf8) {
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// TODO: 使用 iconv 实现
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return utf8;
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}
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inline std::string gbkToUtf8(const std::string& gbk) {
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// TODO: 使用 iconv 实现
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return gbk;
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}
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#endif
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} // namespace extra2d
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@ -4,21 +4,20 @@
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// 包含所有公共 API
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// Core
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#include <extra2d/core/types.h>
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#include <extra2d/core/string.h>
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#include <extra2d/core/color.h>
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#include <extra2d/core/math_types.h>
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#include <extra2d/core/types.h>
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// Platform
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#include <extra2d/platform/window.h>
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#include <extra2d/platform/input.h>
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#include <extra2d/platform/window.h>
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// Graphics
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#include <extra2d/graphics/render_backend.h>
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#include <extra2d/graphics/texture.h>
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#include <extra2d/graphics/font.h>
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#include <extra2d/graphics/camera.h>
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#include <extra2d/graphics/font.h>
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#include <extra2d/graphics/render_backend.h>
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#include <extra2d/graphics/shader_system.h>
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#include <extra2d/graphics/texture.h>
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#include <extra2d/graphics/render_target.h>
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#include <extra2d/graphics/vram_manager.h>
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// Scene
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#include <extra2d/scene/node.h>
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#include <extra2d/scene/scene.h>
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#include <extra2d/scene/sprite.h>
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#include <extra2d/scene/shape_node.h>
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#include <extra2d/scene/scene_manager.h>
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#include <extra2d/scene/transition_scene.h>
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#include <extra2d/scene/transition_fade_scene.h>
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#include <extra2d/scene/transition_slide_scene.h>
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#include <extra2d/scene/transition_scale_scene.h>
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#include <extra2d/scene/transition_flip_scene.h>
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#include <extra2d/scene/shape_node.h>
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#include <extra2d/scene/sprite.h>
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#include <extra2d/scene/transition_box_scene.h>
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#include <extra2d/scene/transition_fade_scene.h>
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#include <extra2d/scene/transition_flip_scene.h>
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#include <extra2d/scene/transition_scale_scene.h>
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#include <extra2d/scene/transition_scene.h>
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#include <extra2d/scene/transition_slide_scene.h>
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// Event
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#include <extra2d/event/event.h>
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#include <extra2d/event/event_queue.h>
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#include <extra2d/event/event_dispatcher.h>
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#include <extra2d/event/event_queue.h>
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#include <extra2d/event/input_codes.h>
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// Audio
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#include <extra2d/resource/resource_manager.h>
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// Utils
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#include <extra2d/utils/logger.h>
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#include <extra2d/utils/timer.h>
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#include <extra2d/utils/data.h>
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#include <extra2d/utils/logger.h>
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#include <extra2d/utils/random.h>
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#include <extra2d/utils/timer.h>
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// Application
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#include <extra2d/app/application.h>
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#pragma once
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#include <extra2d/core/types.h>
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#include <extra2d/core/string.h>
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#include <extra2d/core/math_types.h>
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#include <extra2d/core/types.h>
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#include <functional>
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#include <SDL.h>
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// 窗口配置
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// ============================================================================
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struct WindowConfig {
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std::string title = "Extra2D Application";
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int width = 1280;
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int height = 720;
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bool fullscreen = true;
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bool resizable = false;
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bool vsync = true;
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int msaaSamples = 0;
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bool centerWindow = true;
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bool enableCursors = true;
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bool enableDpiScale = true;
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bool fullscreenDesktop = true; // true: SDL_WINDOW_FULLSCREEN_DESKTOP, false: SDL_WINDOW_FULLSCREEN
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std::string title = "Extra2D Application";
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int width = 1280;
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int height = 720;
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bool fullscreen = true;
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bool resizable = false;
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bool vsync = true;
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int msaaSamples = 0;
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bool centerWindow = true;
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bool enableCursors = true;
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bool enableDpiScale = true;
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bool fullscreenDesktop =
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true; // true: SDL_WINDOW_FULLSCREEN_DESKTOP, false: SDL_WINDOW_FULLSCREEN
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};
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// ============================================================================
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// 鼠标光标形状枚举
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// ============================================================================
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enum class CursorShape {
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Arrow,
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IBeam,
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Crosshair,
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Hand,
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HResize,
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VResize,
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ResizeAll,
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ResizeNWSE,
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ResizeNESW
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Arrow,
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IBeam,
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Crosshair,
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Hand,
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HResize,
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VResize,
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ResizeAll,
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ResizeNWSE,
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ResizeNESW
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};
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// ============================================================================
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@ -51,103 +50,107 @@ enum class CursorShape {
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// ============================================================================
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class Window {
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public:
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Window();
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~Window();
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Window();
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~Window();
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// 创建窗口
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bool create(const WindowConfig& config);
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void destroy();
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// 创建窗口
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bool create(const WindowConfig &config);
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void destroy();
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// 窗口操作
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void pollEvents();
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void swapBuffers();
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bool shouldClose() const;
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void setShouldClose(bool close);
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// 窗口操作
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void pollEvents();
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void swapBuffers();
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bool shouldClose() const;
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void setShouldClose(bool close);
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// 窗口属性
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void setTitle(const std::string& title);
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void setSize(int width, int height);
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void setPosition(int x, int y);
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void setFullscreen(bool fullscreen);
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void setVSync(bool enabled);
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void setResizable(bool resizable);
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// 窗口属性
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void setTitle(const std::string &title);
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void setSize(int width, int height);
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void setPosition(int x, int y);
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void setFullscreen(bool fullscreen);
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void setVSync(bool enabled);
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void setResizable(bool resizable);
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// 获取窗口属性
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int getWidth() const { return width_; }
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int getHeight() const { return height_; }
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Size getSize() const { return Size(static_cast<float>(width_), static_cast<float>(height_)); }
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Vec2 getPosition() const;
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bool isFullscreen() const { return fullscreen_; }
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bool isVSync() const { return vsync_; }
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// 获取窗口属性
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int getWidth() const { return width_; }
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int getHeight() const { return height_; }
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Size getSize() const {
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return Size(static_cast<float>(width_), static_cast<float>(height_));
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}
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Vec2 getPosition() const;
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bool isFullscreen() const { return fullscreen_; }
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bool isVSync() const { return vsync_; }
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||||
|
||||
// DPI 缩放 (PC 端自动检测,Switch 固定 1.0)
|
||||
float getContentScaleX() const;
|
||||
float getContentScaleY() const;
|
||||
Vec2 getContentScale() const;
|
||||
// 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;
|
||||
// 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_; }
|
||||
// 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_; }
|
||||
// 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_; }
|
||||
// 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(); }
|
||||
// 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);
|
||||
// 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()>;
|
||||
// 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; }
|
||||
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_;
|
||||
// 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_;
|
||||
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_;
|
||||
ResizeCallback resizeCallback_;
|
||||
FocusCallback focusCallback_;
|
||||
CloseCallback closeCallback_;
|
||||
|
||||
bool initSDL(const WindowConfig& config);
|
||||
void deinitSDL();
|
||||
void initCursors();
|
||||
void deinitCursors();
|
||||
void updateContentScale();
|
||||
bool initSDL(const WindowConfig &config);
|
||||
void deinitSDL();
|
||||
void initCursors();
|
||||
void deinitCursors();
|
||||
void updateContentScale();
|
||||
};
|
||||
|
||||
} // namespace extra2d
|
||||
|
|
|
|||
Loading…
Reference in New Issue