#ifndef _VM_SCREEN_H_ #define _VM_SCREEN_H_ #include #include #include "vm_area.h" typedef struct { /* * This is the window in SDL that we're displaying. It's fine for a * screen to be headless; that is, not to have a window. Screen * functions which deal with SDL will simply not run that code if * headless. */ SDL_Window *window; /* * In SDL, the renderer is comparable to the old SDL_Surface type * (which is still there!). A renderer is a little more stateful; it * contains its own color information to be used when rendering * shapes, for example. */ SDL_Renderer *render; /* * These are the x and y coordinates of the window we're creating. * FIXME: this should probably be renamed to width and height... */ int xcoords; int ycoords; /* * This is true when a key is pressed, and false if not. We * determine this from an SDL_PollEvent() call. */ bool key_pressed; } vm_screen; extern bool vm_screen_active(vm_screen *); extern bool vm_screen_key_pressed(vm_screen *); extern char vm_screen_last_key(vm_screen *); extern int vm_screen_add_window(vm_screen *, int, int); extern int vm_screen_init(); extern int vm_screen_xcoords(vm_screen *); extern int vm_screen_ycoords(vm_screen *); extern vm_screen *vm_screen_create(); extern void vm_screen_draw_rect(vm_screen *, vm_area *); extern void vm_screen_finish(); extern void vm_screen_free(vm_screen *); extern void vm_screen_refresh(vm_screen *); extern void vm_screen_set_color(vm_screen *, uint8_t, uint8_t, uint8_t, uint8_t); extern void vm_screen_set_logical_coords(vm_screen *, int, int); #endif