src/video/android/SDL_androidwindow.h
author Sam Lantinga <slouken@libsdl.org>
Thu, 07 Dec 2017 16:08:47 -0800
changeset 11731 30f337dc8c74
parent 11382 2c50e79b19e0
child 11811 5d94cb6b24d3
permissions -rw-r--r--
Added iOS and OSX versions of the Metal shaders
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#ifndef SDL_androidwindow_h_
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#define SDL_androidwindow_h_
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#include "../../core/android/SDL_android.h"
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#include "../SDL_egl_c.h"
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extern int Android_CreateWindow(_THIS, SDL_Window * window);
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extern void Android_SetWindowTitle(_THIS, SDL_Window * window);
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extern void Android_DestroyWindow(_THIS, SDL_Window * window);
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extern SDL_bool Android_GetWindowWMInfo(_THIS, SDL_Window * window, struct SDL_SysWMinfo * info);
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typedef struct
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{
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    EGLSurface egl_surface;
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    EGLContext egl_context; /* We use this to preserve the context when losing focus */
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    ANativeWindow* native_window;
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} SDL_WindowData;
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#endif /* SDL_androidwindow_h_ */
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