bgfx/examples/common/entry/entry.h

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/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef ENTRY_H_HEADER_GUARD
#define ENTRY_H_HEADER_GUARD
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#include "dbg.h"
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#include <string.h> // memset
#include <bx/bx.h>
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namespace bx { struct FileReaderI; struct FileWriterI; }
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extern "C" int _main_(int _argc, char** _argv);
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#define ENTRY_WINDOW_FLAG_NONE UINT32_C(0x00000000)
#define ENTRY_WINDOW_FLAG_ASPECT_RATIO UINT32_C(0x00000001)
#define ENTRY_WINDOW_FLAG_FRAME UINT32_C(0x00000002)
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namespace entry
{
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struct WindowHandle { uint16_t idx; };
inline bool isValid(WindowHandle _handle) { return UINT16_MAX != _handle.idx; }
struct GamepadHandle { uint16_t idx; };
inline bool isValid(GamepadHandle _handle) { return UINT16_MAX != _handle.idx; }
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struct MouseButton
{
enum Enum
{
None,
Left,
Middle,
Right,
Count
};
};
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struct GamepadAxis
{
enum Enum
{
LeftX,
LeftY,
LeftZ,
RightX,
RightY,
RightZ,
Count
};
};
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struct Modifier
{
enum Enum
{
None = 0,
LeftAlt = 0x01,
RightAlt = 0x02,
LeftCtrl = 0x04,
RightCtrl = 0x08,
LeftShift = 0x10,
RightShift = 0x20,
LeftMeta = 0x40,
RightMeta = 0x80,
};
};
struct Key
{
enum Enum
{
None = 0,
Esc,
Return,
Tab,
Space,
Backspace,
Up,
Down,
Left,
Right,
PageUp,
PageDown,
Home,
End,
Print,
Plus,
Minus,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
NumPad0,
NumPad1,
NumPad2,
NumPad3,
NumPad4,
NumPad5,
NumPad6,
NumPad7,
NumPad8,
NumPad9,
Key0,
Key1,
Key2,
Key3,
Key4,
Key5,
Key6,
Key7,
Key8,
Key9,
KeyA,
KeyB,
KeyC,
KeyD,
KeyE,
KeyF,
KeyG,
KeyH,
KeyI,
KeyJ,
KeyK,
KeyL,
KeyM,
KeyN,
KeyO,
KeyP,
KeyQ,
KeyR,
KeyS,
KeyT,
KeyU,
KeyV,
KeyW,
KeyX,
KeyY,
KeyZ,
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GamepadA,
GamepadB,
GamepadX,
GamepadY,
GamepadThumbL,
GamepadThumbR,
GamepadShoulderL,
GamepadShoulderR,
GamepadUp,
GamepadDown,
GamepadLeft,
GamepadRight,
GamepadBack,
GamepadStart,
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GamepadGuide,
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Count
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};
};
struct MouseState
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{
MouseState()
: m_mx(0)
, m_my(0)
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, m_mz(0)
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{
for (uint32_t ii = 0; ii < entry::MouseButton::Count; ++ii)
{
m_buttons[ii] = entry::MouseButton::None;
}
}
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int32_t m_mx;
int32_t m_my;
int32_t m_mz;
uint8_t m_buttons[entry::MouseButton::Count];
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};
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struct GamepadState
{
GamepadState()
{
memset(m_axis, 0, sizeof(m_axis) );
}
int32_t m_axis[entry::GamepadAxis::Count];
};
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bool processEvents(uint32_t& _width, uint32_t& _height, uint32_t& _debug, uint32_t& _reset, MouseState* _mouse = NULL);
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bx::FileReaderI* getFileReader();
bx::FileWriterI* getFileWriter();
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WindowHandle createWindow(int32_t _x, int32_t _y, uint32_t _width, uint32_t _height, uint32_t _flags = ENTRY_WINDOW_FLAG_NONE, const char* _title = "");
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void destroyWindow(WindowHandle _handle);
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void setWindowPos(WindowHandle _handle, int32_t _x, int32_t _y);
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void setWindowSize(WindowHandle _handle, uint32_t _width, uint32_t _height);
void setWindowTitle(WindowHandle _handle, const char* _title);
void toggleWindowFrame(WindowHandle _handle);
void setMouseLock(WindowHandle _handle, bool _lock);
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struct WindowState
{
WindowState()
: m_nwh(NULL)
{
m_handle.idx = UINT16_MAX;
}
WindowHandle m_handle;
uint32_t m_width;
uint32_t m_height;
MouseState m_mouse;
void* m_nwh;
};
bool processWindowEvents(WindowState& _state, uint32_t& _debug, uint32_t& _reset);
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} // namespace entry
#endif // ENTRY_H_HEADER_GUARD