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SDLGameEngine
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Sceen control. More...
Functions | |
| void | sgeOpenScreen (const char *title, int width, int height, int depth, int fullscreen) |
| Open a window/screen. | |
| void | sgeCloseScreen (void) |
| Close a window/screen. | |
| void | sgeHideMouse (void) |
| Do NOT show a mouse cursor. | |
| void | sgeShowMouse (void) |
| Show a mouse cursor. | |
| void | sgeFlip (void) |
| Flip screen buffer. | |
Variables | |
| SDL_Surface * | screen |
| Global variable to access the screen. | |
Sceen control.
| void sgeCloseScreen | ( | void | ) |
Close a window/screen.
Should be called, right before exiting your game
Definition at line 35 of file sgescreen.c.
| void sgeFlip | ( | void | ) | [inline] |
Flip screen buffer.
All your drawing operations are taking place in a buffer which is not actually displayed until you call this function.
Definition at line 38 of file sgescreen.c.
| void sgeOpenScreen | ( | const char * | title, |
| int | width, | ||
| int | height, | ||
| int | depth, | ||
| int | fullscreen | ||
| ) |
Open a window/screen.
| title | The title displayed in the window handle (if not fullscreen) |
| width | The with in pixels |
| height | The height in pixels |
| depth | The screen depth in bit (e.g. 16, 24, 32) |
| fullscreen | Either FULLSCREEN or NOFULLSCREEN to start the game in fullscreen or window |
Definition at line 13 of file sgescreen.c.
| SDL_Surface* screen |
Global variable to access the screen.
You can access the screen from anywhere in your code.
Definition at line 11 of file sgescreen.c.