vectozavr-shooter/SFML-VS32/include/SFML/Window/WindowHandle.hpp

102 lines
3.3 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_WINDOWHANDLE_HPP
#define SFML_WINDOWHANDLE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
// Windows' HWND is a typedef on struct HWND__*
#if defined(SFML_SYSTEM_WINDOWS)
struct HWND__;
#endif
namespace sf
{
#if defined(SFML_SYSTEM_WINDOWS)
// Window handle is HWND (HWND__*) on Windows
typedef HWND__* WindowHandle;
#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD) || defined(SFML_SYSTEM_OPENBSD)
// Window handle is Window (unsigned long) on Unix - X11
typedef unsigned long WindowHandle;
#elif defined(SFML_SYSTEM_MACOS)
// Window handle is NSWindow or NSView (void*) on Mac OS X - Cocoa
typedef void* WindowHandle;
#elif defined(SFML_SYSTEM_IOS)
// Window handle is UIWindow (void*) on iOS - UIKit
typedef void* WindowHandle;
#elif defined(SFML_SYSTEM_ANDROID)
// Window handle is ANativeWindow* (void*) on Android
typedef void* WindowHandle;
#elif defined(SFML_DOXYGEN)
// Define typedef symbol so that Doxygen can attach some documentation to it
typedef "platform-specific" WindowHandle;
#endif
} // namespace sf
#endif // SFML_WINDOWHANDLE_HPP
////////////////////////////////////////////////////////////
/// \typedef sf::WindowHandle
/// \ingroup window
///
/// Define a low-level window handle type, specific to
/// each platform.
///
/// Platform | Type
/// ----------------|------------------------------------------------------------
/// Windows | \p HWND
/// Linux/FreeBSD | \p %Window
/// Mac OS X | either \p NSWindow* or \p NSView*, disguised as \p void*
/// iOS | \p UIWindow*
/// Android | \p ANativeWindow*
///
/// \par Mac OS X Specification
///
/// On Mac OS X, a sf::Window can be created either from an
/// existing \p NSWindow* or an \p NSView*. When the window
/// is created from a window, SFML will use its content view
/// as the OpenGL area. sf::Window::getSystemHandle() will
/// return the handle that was used to create the window,
/// which is a \p NSWindow* by default.
///
////////////////////////////////////////////////////////////