src/video/windows/SDL_windowswindow.h
author Ryan C. Gordon <icculus@icculus.org>
Tue, 05 Jan 2016 02:46:10 -0500
changeset 10025 bf4f8cde1c54
parent 9998 f67cf37e9cd4
child 10377 7fde2d881171
permissions -rw-r--r--
Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().

This is currently implemented for X11, Cocoa, Windows, and DirectFB.

This patch is based on work in Unreal Engine 4's fork of SDL,
compliments of Epic Games.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2016 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_windowswindow_h
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#define _SDL_windowswindow_h
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#if SDL_VIDEO_OPENGL_EGL   
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#include "../SDL_egl_c.h"
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#endif
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typedef struct
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{
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    SDL_Window *window;
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    HWND hwnd;
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    HDC hdc;
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    HDC mdc;
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    HBITMAP hbm;
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    WNDPROC wndproc;
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    SDL_bool created;
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    WPARAM mouse_button_flags;
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    SDL_bool initializing;
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    SDL_bool expected_resize;
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    SDL_bool in_border_change;
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    SDL_bool in_title_click;
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    SDL_bool focus_click_pending;
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    SDL_bool windowed_mode_was_maximized;
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    SDL_bool in_window_deactivation;
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    struct SDL_VideoData *videodata;
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#if SDL_VIDEO_OPENGL_EGL  
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    EGLSurface egl_surface;
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#endif
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} SDL_WindowData;
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extern int WIN_CreateWindow(_THIS, SDL_Window * window);
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extern int WIN_CreateWindowFrom(_THIS, SDL_Window * window, const void *data);
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extern void WIN_SetWindowTitle(_THIS, SDL_Window * window);
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extern void WIN_SetWindowIcon(_THIS, SDL_Window * window, SDL_Surface * icon);
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extern void WIN_SetWindowPosition(_THIS, SDL_Window * window);
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extern void WIN_SetWindowSize(_THIS, SDL_Window * window);
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extern int WIN_SetWindowOpacity(_THIS, SDL_Window * window, float opacity);
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extern void WIN_ShowWindow(_THIS, SDL_Window * window);
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extern void WIN_HideWindow(_THIS, SDL_Window * window);
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extern void WIN_RaiseWindow(_THIS, SDL_Window * window);
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extern void WIN_MaximizeWindow(_THIS, SDL_Window * window);
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extern void WIN_MinimizeWindow(_THIS, SDL_Window * window);
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extern void WIN_RestoreWindow(_THIS, SDL_Window * window);
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extern void WIN_SetWindowBordered(_THIS, SDL_Window * window, SDL_bool bordered);
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extern void WIN_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
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extern int WIN_SetWindowGammaRamp(_THIS, SDL_Window * window, const Uint16 * ramp);
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extern int WIN_GetWindowGammaRamp(_THIS, SDL_Window * window, Uint16 * ramp);
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extern void WIN_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed);
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extern void WIN_DestroyWindow(_THIS, SDL_Window * window);
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extern SDL_bool WIN_GetWindowWMInfo(_THIS, SDL_Window * window,
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                                    struct SDL_SysWMinfo *info);
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extern void WIN_OnWindowEnter(_THIS, SDL_Window * window);
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extern void WIN_UpdateClipCursor(SDL_Window *window);
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extern int WIN_SetWindowHitTest(SDL_Window *window, SDL_bool enabled);
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#endif /* _SDL_windowswindow_h */
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/* vi: set ts=4 sw=4 expandtab: */