// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. #ifndef RENDERER_WINDOW_H #define RENDERER_WINDOW_H #include namespace SampleFramework { class SamplePlatform; } namespace SampleRenderer { class RendererWindow { public: RendererWindow(void); virtual ~RendererWindow(void); bool open(PxU32 width, PxU32 height, const char *title, bool fullscreen=false); void close(void); bool isOpen(void) const; // update the window's state... handle messages, etc. void update(void); // resize the window... void setSize(PxU32 width, PxU32 height); // get/set the window's title... void getTitle(char *title, PxU32 maxLength) const; void setTitle(const char *title); bool hasFocus() const; void setFocus(bool b); SampleFramework::SamplePlatform* getPlatform() { return m_platform; } public: // called just AFTER the window opens. virtual void onOpen(void) {} // called just BEFORE the window closes. return 'true' to confirm the window closure. virtual bool onClose(void) { return true; } // called just AFTER the window is resized. virtual void onResize(PxU32 /*width*/, PxU32 /*height*/) {} // called when the window's contents needs to be redrawn. virtual void onDraw(void) = 0; protected: SampleFramework::SamplePlatform* m_platform; private: bool m_isOpen; }; } // namespace SampleRenderer #endif