//----------------------------------------------------------------------------// void Window::SetVisible(bool _visible) { if (_visible) SDL_ShowWindow(m_window); else SDL_HideWindow(m_window); }
void RSScreen::Init(int32_t zoomFactor){ this->scale =zoomFactor; int32_t width = 320 * scale; int32_t height = 200 * scale; this->width = width; this->height = height; SDL_CreateWindowAndRenderer(width, height, SDL_WINDOW_HIDDEN, &sdlWindow, &sdlRenderer); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { printf("Unable to initialize SDL: %s\n",SDL_GetError()); return ; } sdlWindow = SDL_CreateWindow("RealSpace OBJ Viewer",SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,this->width,this->height,SDL_WINDOW_OPENGL); // Create an OpenGL context associated with the window. SDL_GL_CreateContext(sdlWindow); glViewport(0,0,this->width,this->height); // Reset The Current Viewport glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black Background glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT); SDL_ShowWindow(sdlWindow); }
void CSDL_setup::setWindowHidden(bool hidden) { if (hidden == true) SDL_HideWindow(window); else SDL_ShowWindow(window); }
void AntSim::push_run(Fl_Widget *w, void *v)// Shows the graphical representation and runs through maxIteration iterations of the algorithm { AntSim *caller = (AntSim*)v; SDL_ShowWindow(caller->windowGraphics); Controller *controller = (caller->controller); controller->iteration = 0; controller->totalTime = 0; controller->shortestKnownPath = INFINITY; controller->maxIterations = atoi(caller->inputIterations->value()); bool maptype = MAPTYPE_TSP; if (caller->buttonMaze->value() == 1) { maptype = MAPTYPE_MAZE; } while(controller->iteration < controller->maxIterations) { controller->runIteration(maptype); caller->render(); SDL_GL_SwapWindow(caller->windowGraphics); } controller->map->edges->reset(); SDL_HideWindow(caller->windowGraphics); }
void Window::show() { if(isLoaded()) SDL_ShowWindow(win); removeInitFlags(HIDDEN); addInitFlags(SHOWN); }
void WindowSDL2::show() { closed = false; SDL_ShowWindow(window); } //WindowSDL2::show
void Window::setVisible(bool visible) { lairAssert(isValid()); if(visible) SDL_ShowWindow(_window); else SDL_HideWindow(_window); }
void ZWindow::ShowWindow(bool bShow) { if (bShow) SDL_ShowWindow(m_win); else SDL_HideWindow(m_win); }
void iVim_showDebugWindow(bool shown) { if (shown) SDL_ShowWindow(gInfo); else SDL_HideWindow(gInfo); s_info_shown=shown; }
void sdl_window::show(bool aActivate) { #ifdef WIN32 ShowWindow(static_cast<HWND>(native_handle()), aActivate ? SW_SHOW : SW_SHOWNA); #else SDL_ShowWindow(iHandle); #endif }
/** Native window should make itself visible */ void FLinuxWindow::Show() { if ( !bIsVisible ) { bIsVisible = true; SDL_ShowWindow( HWnd ); } }
/** * @brief Window Creation and recreation. */ bool WindowManager::createWindow(bool fullScreen) { // If Window Already Exists, destory so we can recreate it. if(m_window) { //std::cout << "Destroy SDL Window" << std::endl; SDL_DestroyWindow(m_window); m_window = nullptr; } int display_height = (m_height / 2); int display_width = (m_width / 2); // create window in in full screen or windowed mode. if(fullScreen) { m_window = SDL_CreateWindow("EtherTerm 0.4.6 Alpha Demo - Full Screen", (m_position_placement % 2 == 0) ? SDL_WINDOWPOS_CENTERED : display_width, (m_position_placement % 2 == 0) ? SDL_WINDOWPOS_CENTERED : display_height, m_width, m_height, SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP); if(!m_window) // window init success { SDL_Log("Terminal::restartWindowSize() SDL_CreateWindow globalWindow: %s", SDL_GetError()); assert(m_window); } } else { m_window = SDL_CreateWindow("EtherTerm 0.4.6 Alpha Demo - Windowed", (m_position_placement % 2 == 0) ? SDL_WINDOWPOS_CENTERED : display_width, (m_position_placement % 2 == 0) ? SDL_WINDOWPOS_CENTERED : display_height, m_width, m_height, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); if(!m_window) // window init success { SDL_Log("Terminal::restartWindowSize() SDL_CreateWindow globalWindow: %s", SDL_GetError()); assert(m_window); } } // Set the Window ID m_window_id = SDL_GetWindowID(m_window); std::string title = "EtherTerm 0.4.6 Alpha Demo w/ Multiple Windows - Window ID: "; title.append(std::to_string(m_window_id)); SDL_SetWindowTitle(m_window, title.c_str()); // Display and move focus to the new window. SDL_ShowWindow(m_window); SDL_RaiseWindow(m_window); return true; }
void window::open() { if (is_open()) { return; } SDL_ShowWindow(handle.get()); }
void UIInterface::showWindow() { if (m_Hidden) { m_Hidden = false; SDL_ShowWindow(m_Win); APE_timer_setlowresolution(this->m_Gnet, 0); } }
void LWindow::focus() { //Restore window if needed if( !mShown ) { SDL_ShowWindow( mWindow ); } //Move window forward SDL_RaiseWindow( mWindow ); }
ATSAPI void ATSCALL ats_context_set_visible(bool visible) { context.visible = visible; if (visible) { SDL_ShowWindow(context.wnd); } else { SDL_HideWindow(context.wnd); } }
void create_window() { destroy_window(); uint32_t flags = 0; m_pWindow = SDL_CreateWindow("Waiting for 1st frame...", 0, 25, m_windowSize.x, m_windowSize.y, flags); m_pWindowSurf = SDL_GetWindowSurface(m_pWindow); SDL_ShowWindow(m_pWindow); }
bool PGE_Window::init(QString WindowTitle) { // Enabling double buffer, setting up colors... SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); // SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); // SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); // SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0); // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2); // SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0); //SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_GL_SetSwapInterval(0); checkSDLError(); GlRenderer::setViewportSize(Width, Height); window = SDL_CreateWindow(WindowTitle.toStdString().c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL); checkSDLError(); SDL_SetWindowMinimumSize(window, Width, Height); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); if(window == NULL) { // If failed to create window - exiting QMessageBox::critical(NULL, "SDL Error", QString("Unable to create window!\n%1") .arg( SDL_GetError() ), QMessageBox::Ok); return false; } #ifdef Q_OS_MACX QImage icon(":/icon/cat_256.png"); #else QImage icon(":/icon/cat_16.png"); #endif SDL_SetWindowIcon(window, GraphicsHelps::QImage_toSDLSurface(icon)); glcontext = SDL_GL_CreateContext(window); // Creating of the OpenGL Context checkSDLError(); SDL_ShowWindow(window); IsInit=true; return true; }
static void _cg_winsys_onscreen_set_visibility(cg_onscreen_t *onscreen, bool visibility) { cg_onscreen_sdl2_t *sdl_onscreen = onscreen->winsys; if (visibility) SDL_ShowWindow(sdl_onscreen->window); else SDL_HideWindow(sdl_onscreen->window); }
static void _cogl_winsys_onscreen_set_visibility (CoglOnscreen *onscreen, CoglBool visibility) { CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys; if (visibility) SDL_ShowWindow (sdl_onscreen->window); else SDL_HideWindow (sdl_onscreen->window); }
void GameWindow::create(const std::string& title, size_t w, size_t h, bool fullscreen) { Uint32 style = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN; if (fullscreen) style |= SDL_WINDOW_FULLSCREEN; SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); window = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, static_cast<int>(w), static_cast<int>(h), style); if (window == nullptr) { // Window creation failure is fatal std::string sdlErrorStr = SDL_GetError(); throw std::runtime_error("SDL_CreateWindow failed: " + sdlErrorStr); } glcontext = SDL_GL_CreateContext(window); if (glcontext == nullptr) { // context creation failure is fatal std::string sdlErrorStr = SDL_GetError(); throw std::runtime_error("SDL_GL_CreateContext failed: " + sdlErrorStr); } // This part sets an embedded icon to the window // The source "image" is a 32-bit RGBA buffer exported from GIMP // The full name of the format is "GIMP RGBA C-Source image dump" #include "WindowIcon.hpp" Uint32 rmask, gmask, bmask, amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN // Big Endian rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else // Little Endian rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif icon = SDL_CreateRGBSurfaceFrom( static_cast<void*>(const_cast<unsigned char*>(windowIconData)), windowIconWidth, windowIconHeight, 32, windowIconWidth * (32 / 8), rmask, gmask, bmask, amask); SDL_SetWindowIcon(window, icon); SDL_ShowWindow(window); }
/** Native windows should implement BringToFront by making this window the top-most window (i.e. focused). * * @param bForce Forces the window to the top of the Z order, even if that means stealing focus from other windows * In general do not pass true for this. It is really only useful for some windows, like game windows where not forcing it to the front * could cause mouse capture and mouse lock to happen but without the window visible */ void FLinuxWindow::BringToFront( bool bForce ) { // TODO Forces the the window to top of z order? Only that? SDL is using XMapRaised which changes the z order // so we do not steal focus here I guess. if(bForce) { SDL_RaiseWindow(HWnd); } else { SDL_ShowWindow(HWnd); } }
GHOST_IWindow *GHOST_SystemSDL::createWindow(const STR_String &title, GHOST_TInt32 left, GHOST_TInt32 top, GHOST_TUns32 width, GHOST_TUns32 height, GHOST_TWindowState state, GHOST_TDrawingContextType type, GHOST_GLSettings glSettings, const bool exclusive, const GHOST_TEmbedderWindowID parentWindow) { GHOST_WindowSDL *window = NULL; window = new GHOST_WindowSDL(this, title, left, top, width, height, state, parentWindow, type, ((glSettings.flags & GHOST_glStereoVisual) != 0), exclusive); if (window) { if (GHOST_kWindowStateFullScreen == state) { SDL_Window *sdl_win = window->getSDLWindow(); SDL_DisplayMode mode; static_cast<GHOST_DisplayManagerSDL *>(m_displayManager)->getCurrentDisplayModeSDL(mode); SDL_SetWindowDisplayMode(sdl_win, &mode); SDL_ShowWindow(sdl_win); SDL_SetWindowFullscreen(sdl_win, SDL_TRUE); } if (window->getValid()) { m_windowManager->addWindow(window); pushEvent(new GHOST_Event(getMilliSeconds(), GHOST_kEventWindowSize, window)); } else { delete window; window = NULL; } } return window; }
bool GraphicsWindowSDL2::realizeImplementation() { if(mRealized) { OSG_NOTICE<< "GraphicsWindowSDL2::realizeImplementation() Already realized" <<std::endl; return true; } if(!mValid) init(); if(!mValid) return false; SDL_ShowWindow(mWindow); getEventQueue()->syncWindowRectangleWithGraphicsContext(); mRealized = true; return true; }
void Debugger::run() { //SDL_CaptureMouse(SDL_TRUE); // gotta call this once to initialize important stuffz main_window.check_paths_and_reload(); main_window.one_time_draw(); exp->draw(); SDL_ShowWindow(sdlWindow); // exp is changed from BaseD while (!quitting) { exp->run(); exp->draw(); if (sub_window_experience) { sub_window_experience->run(); sub_window_experience->draw(); } handle_events(); SDL_Delay( 1000 / 100 ); } sub_window_experience = NULL; for (int i=0; i < NUM_WINDOWS; i++) { //window_map[i]->hide(); // DO THIS because otherwise the hidden windows will blink // quickly on exit //window_map[i]->~Window(); } if (!player->is_paused() && player->track_started) { player->fade_out(false); player->pause(1, false, false); } }
CSDL_setup::CSDL_setup(bool* quit, int ScreenWidth, int ScreenHeight, bool bordered, bool initialyHidden) { fpsRatio = 1; getScreenWidth = ScreenWidth; getScreenHeight = ScreenHeight; window = NULL; if (bordered) window = SDL_CreateWindow("Rainbow Mountain", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, ScreenWidth, ScreenHeight, SDL_WINDOW_HIDDEN); else window = SDL_CreateWindow("Rainbow Mountain", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, ScreenWidth, ScreenHeight, SDL_WINDOW_HIDDEN | SDL_WINDOW_BORDERLESS); if (!initialyHidden) SDL_ShowWindow(window); if (window == NULL) { std::cout << "Window couldn't be created" << std::endl; *quit = true; } renderer = NULL; renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); mainEvent = new SDL_Event(); }
bool GraphicsWindowSDL2::realizeImplementation() { if(mRealized) { OSG_NOTICE<< "GraphicsWindowSDL2::realizeImplementation() Already realized" <<std::endl; return true; } if(!mValid) init(); if(!mValid) return false; SDL_ShowWindow(mWindow); #if OSG_VERSION_GREATER_OR_EQUAL(3,3,4) getEventQueue()->syncWindowRectangleWithGraphicsContext(); #else getEventQueue()->syncWindowRectangleWithGraphcisContext(); #endif mRealized = true; return true; }
CommandResult EmuWindow:: receiveCommand(CommandInput command) { CommandResult result; switch (command.m_code) { case SHOW_WINDOW_COMMAND: { SDL_ShowWindow(m_sdl_window); result.m_code = CommandResult::ResultCode::OK; } break; case HIDE_WINDOW_COMMAND: { SDL_HideWindow(m_sdl_window); result.m_code = CommandResult::ResultCode::OK; } break; } return result; }
int PL_Window_Init(void) { const char *windowTitle = s_windowTitle; if (windowTitle == NULL) { windowTitle = "DxPortLib App"; } s_windowFlags |= SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS; s_window = SDL_CreateWindow( windowTitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, PL_windowWidth, PL_windowHeight, s_windowFlags ); if (s_windowIcon != NULL) { SDL_SetWindowIcon(s_window, s_windowIcon); } SDL_ShowWindow(s_window); SDL_DisableScreenSaver(); PL_Draw_Init(s_window, PL_windowWidth, PL_windowHeight, s_windowVSync); s_windowRealWidth = 0; s_windowRealHeight = 0; s_initialized = DXTRUE; SDL_ShowCursor(s_mouseVisible); PL_Window_Refresh(); return 0; }
qboolean VID_CreateWindow( int width, int height, qboolean fullscreen ) { #ifdef XASH_SDL static string wndname; Uint32 wndFlags = SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE; Q_strncpy( wndname, GI->title, sizeof( wndname )); host.hWnd = SDL_CreateWindow(wndname, r_xpos->integer, r_ypos->integer, width, height, wndFlags); if( !host.hWnd ) { MsgDev( D_ERROR, "VID_CreateWindow: couldn't create '%s': %s\n", wndname, SDL_GetError()); return false; } if( fullscreen ) { SDL_DisplayMode want, got; want.w = width; want.h = height; want.driverdata = NULL; want.format = want.refresh_rate = 0; // don't care if( !SDL_GetClosestDisplayMode(0, &want, &got) ) return false; MsgDev(D_NOTE, "Got closest display mode: %ix%i@%i\n", got.w, got.h, got.refresh_rate); if( SDL_SetWindowDisplayMode(host.hWnd, &got) == -1 ) return false; if( SDL_SetWindowFullscreen(host.hWnd, SDL_WINDOW_FULLSCREEN) == -1 ) return false; } host.window_center_x = width / 2; host.window_center_y = height / 2; #if defined(_WIN32) { HICON ico; SDL_SysWMinfo info; if( FS_FileExists( GI->iconpath, true ) ) { char localPath[MAX_PATH]; Q_snprintf( localPath, sizeof( localPath ), "%s/%s", GI->gamedir, GI->iconpath ); ico = LoadImage( NULL, localPath, IMAGE_ICON, 0, 0, LR_LOADFROMFILE|LR_DEFAULTSIZE ); if( !ico ) { MsgDev( D_INFO, "Extract %s from pak if you want to see it.\n", GI->iconpath ); ico = LoadIcon( host.hInst, MAKEINTRESOURCE( 101 ) ); } } else ico = LoadIcon( host.hInst, MAKEINTRESOURCE( 101 ) ); if( SDL_GetWindowWMInfo( host.hWnd, &info ) ) { // info.info.info.info.info... Holy shit, SDL? SetClassLong( info.info.win.window, GCL_HICON, ico ); } } #endif SDL_ShowWindow( host.hWnd ); #else host.hWnd = 1; //fake window host.window_center_x = width / 2; host.window_center_y = height / 2; #endif if( !glw_state.initialized ) { if( !GL_CreateContext( )) return false; VID_StartupGamma(); } else { if( !GL_UpdateContext( )) return false; } return true; }