skia2/include/views/SkOSWindow_SDL.h
reed@android.com 25fc5b9f0a update SDL port to support OpenGL
need to separate out SK_BUILD_FOR_MAC when we need to know where certain OS
headers are, and SK_BUILD_FOR_SDL when we are choosing an SkOSWindow variant...



git-svn-id: http://skia.googlecode.com/svn/trunk@190 2bbb7eff-a529-9590-31e7-b0007b416f81
2009-05-29 03:40:05 +00:00

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1.3 KiB
C++

/*
* Copyright (C) 2006 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SkOSWindow_SDL_DEFINED
#define SkOSWindow_SDL_DEFINED
#include "SDL.h"
#include "SkWindow.h"
class SkGLCanvas;
class SkOSWindow : public SkWindow {
public:
SkOSWindow(void* screen);
virtual ~SkOSWindow();
static bool PostEvent(SkEvent* evt, SkEventSinkID, SkMSec delay);
void handleSDLEvent(const SDL_Event& event);
protected:
// overrides from SkWindow
virtual void onHandleInval(const SkIRect&);
// overrides from SkView
virtual void onAddMenu(const SkOSMenu*);
virtual void onSetTitle(const char[]);
private:
SDL_Surface* fScreen;
SDL_Surface* fSurface;
SkGLCanvas* fGLCanvas;
void doDraw();
typedef SkWindow INHERITED;
};
#endif