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/*
* Copyright (c) 2002 Light Weight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Light Weight Java Game Library' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* $Id$
*
* Include file to access public window features
*
* @author elias_naur <elias_naur@users.sourceforge.net>
* @version $Revision$
*/
#ifndef _LWJGL_WINDOW_H_INCLUDED_
#define _LWJGL_WINDOW_H_INCLUDED_
#include <jni.h>
#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include "extgl.h"
#include "extgl_glx.h"
/*
* update input grabbing(keyboard, mouse)
*/
extern void updateInput(void);
/*
* release input (keyboard, mouse)
*/
extern bool releaseInput(void);
/*
* Various functions to release/acquire keyboard and mouse
*/
extern void handlePointerMotion(XMotionEvent *);
extern void handleButtonPress(XButtonEvent *);
extern void handleButtonRelease(XButtonEvent *);
extern void handleKeyEvent(XKeyEvent *);
extern void releaseKeyboard(void);
extern void releasePointer(void);
extern void acquireKeyboard(void);
extern void acquirePointer(void);
/*
* get the current window width
*/
extern int getWindowWidth(void);
/*
* get the current window height
*/
extern int getWindowHeight(void);
/*
* get the current display
*/
extern Display *getCurrentDisplay(void);
/*
* get the current screen
*/
extern int getCurrentScreen(void);
/*
* get the current window
*/
extern Window getCurrentWindow(void);
/*
* Return true if a native cursor is active
*/
extern bool isNativeCursor(void);
/*
* Return true if we are in fullscreen mode
*/
extern bool isFullscreen(void);
/*
* convert bit-per-pixel to bits-per-element
*/
extern int convertToBPE(int bpp);
/*
* Make the window context current
*/
void makeCurrent(void);
/*
* Return the current OpenGL window context
*/
GLXContext getCurrentContext(void);
#endif /* _LWJGL_WINDOW_H_INCLUDED_ */
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