Kaltenberg/modules/window/inc-c/voxula/internals/window.h

123 lines
2.7 KiB
C

#ifndef VOXULA_WINDOW_H
#define VOXULA_WINDOW_H
#include <stdint.h>
#include <threads.h>
#include <SDL2/SDL.h>
#include <voxula/internals/utility.h>
typedef struct vx_input_controller vx_input_controller_s;
typedef struct vx_window vx_window_s;
typedef struct vx_window_event vx_window_event_s;
typedef enum
{
VX_WINDOW_EVENT_INVALID = 0,
VX_WINDOW_EVENT_KEY_PRESS,
VX_WINDOW_EVENT_KEY_RELEASE,
VX_WINDOW_EVENT_MOUSE_PRESS,
VX_WINDOW_EVENT_MOUSE_RELEASE,
VX_WINDOW_EVENT_MOUSE_MOVE,
VX_WINDOW_EVENT_MOUSE_SCROLL,
VX_WINDOW_EVENT_CLOSE = 254,
VX_WINDOW_EVENT_QUIT = 255
} vx_window_event_e;
typedef enum
{
VX_KEY_MODIFIER_NONE = 0,
VX_KEY_MODIFIER_LEFT_CONTROL = 1,
VX_KEY_MODIFIER_RIGHT_CONTROL = 1 << 1,
VX_KEY_MODIFIER_CONTROL = 1 | (1 << 1),
VX_KEY_MODIFIER_LEFT_SHIFT = 1 << 2,
VX_KEY_MODIFIER_RIGHT_SHIFT = 1 << 3,
VX_KEY_MODIFIER_SHIFT = (1 << 2) | (1 << 3)
} vx_key_modifier_e;
struct vx_window_event
{
vx_window_event_e type;
vx_window_s *association;
union vx_window_event_union
{
struct vx_key_press
{
uint16_t modifiers;
uint32_t character;
} key_press;
struct vx_key_release
{
uint16_t modifiers;
uint32_t character;
} key_release;
struct vx_mouse_press
{
vx_vec2f_s position_change;
} mouse_press;
struct vx_mouse_release
{
vx_vec2f_s position;
} mouse_release;
struct vx_mouse_move
{
vx_vec2f_s position;
} mouse_move;
struct vx_mouse_scroll
{
float amount;
} mouse_scroll;
} specifics;
};
struct vx_window
{
vx_input_controller_s *controller;
SDL_Window *window;
SDL_GLContext gl_context;
void (*fn_handle_input)(vx_window_s *window, vx_window_event_s event);
void *userdata;
};
struct vx_input_controller
{
uint32_t window_list_capacity;
uint32_t num_windows;
vx_window_s **windows;
bool running;
thrd_t thread;
};
vx_input_controller_s * vx_new_input_controller();
void vx_free_input_controller(vx_input_controller_s *controller);
void vx_start_input_controller(vx_input_controller_s *controller);
void vx_stop_input_controller(vx_input_controller_s *controller);
vx_window_s * vx_new_window(vx_input_controller_s *controller);
void vx_free_window(vx_window_s *window);
void vx_win_set_title(vx_window_s *window, const char *title);
void vx_win_resize(vx_window_s *window, vx_vec2u_s size);
void vx_win_move(vx_window_s *window, vx_vec2i_s position);
void vx_win_show(vx_window_s *window);
void vx_win_hide(vx_window_s *window);
void vx_win_present(vx_window_s *window);
#endif // VOXULA_WINDOW_H