GG
Static Public Member Functions | Protected Member Functions

GG::SDLGUI Class Reference

This is an abstract singleton class that represents the GUI framework of an SDL OpenGL application. More...

#include <SDLGUI.h>

Inheritance diagram for GG::SDLGUI:
GG::GUI

List of all members.

Static Public Member Functions

static SDLGUIGetGUI ()
static GG::Key GGKeyFromSDLKey (const SDL_keysym &key)

Protected Member Functions

virtual void SDLInit ()
virtual void GLInit ()
virtual void Initialize ()=0
virtual void HandleSystemEvents ()
virtual void HandleNonGGEvent (const SDL_Event &event)
virtual void RenderBegin ()
virtual void RenderEnd ()
virtual void FinalCleanup ()
virtual void SDLQuit ()
virtual void Run ()

Structors

 SDLGUI (int w=1024, int h=768, bool calc_FPS=false, const std::string &app_name="GG")
virtual ~SDLGUI ()

Accessors

virtual X AppWidth () const
virtual Y AppHeight () const
virtual unsigned int Ticks () const

Mutators

void operator() ()
virtual void Exit (int code)
virtual void Enter2DMode ()=0
virtual void Exit2DMode ()=0

Detailed Description

This is an abstract singleton class that represents the GUI framework of an SDL OpenGL application.

Usage:


Any application including an object of this class should declare that object as a local variable in main(). The name of this variable will herein be assumed to be "gui". It should be allocated on the stack; if it is created dynamically a leak may occur. SDLGUI is designed so the main() of the application can consist of just the one line "gui();".

To do this, the user needs only to override the Initialize() and FinalCleanup() methods, and ensure that the program does not terminate abnormally; this ensures FinalCleanup() is called when gui's destructor is invoked. Exit() can also perform cleanup and terminate the application cleanly.

Most of the member methods of SDLGUI have been declared virtual, to give the user great control when subclassing. The virtual function calls are usually not a performance issue, since none of the methods is called repeatedly, except HandleEvent(); if this is a problem, just create a new function in your subclass and call that from within Run() instead of HandleEvent(). Note that though the bulk of the program execution takes place within Run(), Run() itself is also only called once.

SDLGUI takes a two-tiered approach to event handling. The event pump calls HandleSystemEvents(), which polls for SDL events and handles them by first determining whether the event is GG-related, or some other non-GG event, such as SDL_QUIT, etc. GG events and non-GG events are passed to HandleGGEvent() and HandleNonGGEvent(), respectively. For most uses, there should be no need to override the behavior of HandleSDLEvents(). However, the HandleNonGGEvent() default implementation only responds to SDL_QUIT events, and so should be overridden in most cases.

Definition at line 82 of file SDLGUI.h.


Member Function Documentation

virtual void GG::SDLGUI::HandleSystemEvents ( ) [protected, virtual]

Handles all waiting system events (from SDL, DirectInput, etc.). This function should only be called from custom EventPump event handlers.

Implements GG::GUI.


The documentation for this class was generated from the following file: