1 #include "../gui/gui.aidl"
3 namespace awful { namespace sdl
7 // For now it will just init everything with default values when the singleton is created because I'm lazy.
8 // I'll do the rest later.
9 static Pointer< App > GetInstance();
11 // The event loop. It will use signals to send events and render the scene.
14 // This signal is triggered after processing the SDL events to render the next frame.
15 // The parameter is the elapsed time in second (with a millisecond precision) since the last
17 Signal< float > FrameUpdate;
19 // This signal is triggered when a mouse button event is received.
20 // Parameters, in order:
21 // float x, float y: mouse cursor coordinates
22 // enum gui::MouseButton: button code
23 // bool: true if pressed, false if released
24 Signal< float, float, enum gui::EventHandler::MouseButton, bool > MouseButtonEvent;
26 // This flags that the buffers must be swapped after FrameUpdate. It's reset after each frame.
27 // It's to avoid swapping/blitting unnecessarily if the application have an idle status
28 // where it doesn't render anything.