#ifndef GFX_WINDOW_MANAGER_API_H #define GFX_WINDOW_MANAGER_API_H #include #include struct GfxWindowManagerAPI { // FIXME: revert change for signature, gfx_name can actually be learned from gfx_get_current_rendering_api instead... oops void (*init)(const char *game_name, const char* gfx_name, bool start_in_fullscreen); void (*set_keyboard_callbacks)(bool (*on_key_down)(int scancode), bool (*on_key_up)(int scancode), void (*on_all_keys_up)(void)); void (*set_fullscreen_changed_callback)(void (*on_fullscreen_changed)(bool is_now_fullscreen)); void (*set_fullscreen)(bool enable); void (*main_loop)(void (*run_one_game_iter)(void)); void (*get_dimensions)(uint32_t *width, uint32_t *height); void (*handle_events)(void); bool (*start_frame)(void); void (*swap_buffers_begin)(void); void (*swap_buffers_end)(void); double (*get_time)(void); // For debug void* (*create_surface)(void* gfx_handle); // for vulkan }; #endif