replace uses of SDL_Window with RenWindow (#1319)
Since Renwindow contains our instance of SDL_Window we can use this to simplify future logic to create separate window instances
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2d0ddc302f
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@ -7,6 +7,7 @@
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#include <sys/stat.h>
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#include "api.h"
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#include "../rencache.h"
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#include "../renwindow.h"
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#ifdef _WIN32
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#include <direct.h>
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#include <windows.h>
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@ -36,8 +37,7 @@
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#endif
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#endif
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extern SDL_Window *window;
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extern RenWindow window_renderer;
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static const char* button_name(int button) {
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switch (button) {
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@ -76,7 +76,7 @@ static SDL_HitTestResult SDLCALL hit_test(SDL_Window *window, const SDL_Point *p
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const int controls_width = hit_info->controls_width;
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int w, h;
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowSize(window_renderer.window, &w, &h);
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if (pt->y < hit_info->title_height &&
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#if RESIZE_FROM_TOP
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@ -326,7 +326,7 @@ top:
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return 3;
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case SDL_FINGERDOWN:
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowSize(window_renderer.window, &w, &h);
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lua_pushstring(L, "touchpressed");
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lua_pushinteger(L, (lua_Integer)(e.tfinger.x * w));
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@ -335,7 +335,7 @@ top:
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return 4;
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case SDL_FINGERUP:
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowSize(window_renderer.window, &w, &h);
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lua_pushstring(L, "touchreleased");
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lua_pushinteger(L, (lua_Integer)(e.tfinger.x * w));
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@ -351,7 +351,7 @@ top:
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e.tfinger.dx += event_plus.tfinger.dx;
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e.tfinger.dy += event_plus.tfinger.dy;
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}
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowSize(window_renderer.window, &w, &h);
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lua_pushstring(L, "touchmoved");
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lua_pushinteger(L, (lua_Integer)(e.tfinger.x * w));
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@ -415,7 +415,7 @@ static int f_set_cursor(lua_State *L) {
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static int f_set_window_title(lua_State *L) {
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const char *title = luaL_checkstring(L, 1);
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SDL_SetWindowTitle(window, title);
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SDL_SetWindowTitle(window_renderer.window, title);
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return 0;
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}
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@ -425,39 +425,39 @@ enum { WIN_NORMAL, WIN_MINIMIZED, WIN_MAXIMIZED, WIN_FULLSCREEN };
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static int f_set_window_mode(lua_State *L) {
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int n = luaL_checkoption(L, 1, "normal", window_opts);
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SDL_SetWindowFullscreen(window,
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SDL_SetWindowFullscreen(window_renderer.window,
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n == WIN_FULLSCREEN ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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if (n == WIN_NORMAL) { SDL_RestoreWindow(window); }
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if (n == WIN_MAXIMIZED) { SDL_MaximizeWindow(window); }
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if (n == WIN_MINIMIZED) { SDL_MinimizeWindow(window); }
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if (n == WIN_NORMAL) { SDL_RestoreWindow(window_renderer.window); }
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if (n == WIN_MAXIMIZED) { SDL_MaximizeWindow(window_renderer.window); }
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if (n == WIN_MINIMIZED) { SDL_MinimizeWindow(window_renderer.window); }
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return 0;
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}
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static int f_set_window_bordered(lua_State *L) {
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int bordered = lua_toboolean(L, 1);
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SDL_SetWindowBordered(window, bordered);
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SDL_SetWindowBordered(window_renderer.window, bordered);
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return 0;
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}
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static int f_set_window_hit_test(lua_State *L) {
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if (lua_gettop(L) == 0) {
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SDL_SetWindowHitTest(window, NULL, NULL);
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SDL_SetWindowHitTest(window_renderer.window, NULL, NULL);
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return 0;
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}
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window_hit_info->title_height = luaL_checknumber(L, 1);
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window_hit_info->controls_width = luaL_checknumber(L, 2);
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window_hit_info->resize_border = luaL_checknumber(L, 3);
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SDL_SetWindowHitTest(window, hit_test, window_hit_info);
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SDL_SetWindowHitTest(window_renderer.window, hit_test, window_hit_info);
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return 0;
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}
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static int f_get_window_size(lua_State *L) {
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int x, y, w, h;
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SDL_GetWindowSize(window, &w, &h);
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SDL_GetWindowPosition(window, &x, &y);
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SDL_GetWindowSize(window_renderer.window, &w, &h);
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SDL_GetWindowPosition(window_renderer.window, &x, &y);
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lua_pushinteger(L, w);
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lua_pushinteger(L, h);
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lua_pushinteger(L, x);
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@ -471,22 +471,22 @@ static int f_set_window_size(lua_State *L) {
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double h = luaL_checknumber(L, 2);
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double x = luaL_checknumber(L, 3);
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double y = luaL_checknumber(L, 4);
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SDL_SetWindowSize(window, w, h);
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SDL_SetWindowPosition(window, x, y);
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SDL_SetWindowSize(window_renderer.window, w, h);
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SDL_SetWindowPosition(window_renderer.window, x, y);
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ren_resize_window();
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return 0;
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}
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static int f_window_has_focus(lua_State *L) {
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unsigned flags = SDL_GetWindowFlags(window);
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unsigned flags = SDL_GetWindowFlags(window_renderer.window);
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lua_pushboolean(L, flags & SDL_WINDOW_INPUT_FOCUS);
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return 1;
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}
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static int f_get_window_mode(lua_State *L) {
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unsigned flags = SDL_GetWindowFlags(window);
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unsigned flags = SDL_GetWindowFlags(window_renderer.window);
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if (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) {
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lua_pushstring(L, "fullscreen");
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} else if (flags & SDL_WINDOW_MINIMIZED) {
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@ -524,8 +524,8 @@ static int f_raise_window(lua_State *L) {
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to allow the window to be focused. Also on wayland the raise window event
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may not always be obeyed.
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*/
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SDL_SetWindowInputFocus(window);
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SDL_RaiseWindow(window);
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SDL_SetWindowInputFocus(window_renderer.window);
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SDL_RaiseWindow(window_renderer.window);
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return 0;
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}
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@ -901,7 +901,7 @@ static int f_fuzzy_match(lua_State *L) {
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static int f_set_window_opacity(lua_State *L) {
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double n = luaL_checknumber(L, 1);
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int r = SDL_SetWindowOpacity(window, n);
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int r = SDL_SetWindowOpacity(window_renderer.window, n);
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lua_pushboolean(L, r > -1);
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return 1;
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}
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@ -18,7 +18,7 @@
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#endif
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SDL_Window *window;
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static SDL_Window *window;
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static double get_scale(void) {
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#ifndef __APPLE__
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@ -20,7 +20,7 @@
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#define MAX_LOADABLE_GLYPHSETS 1024
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#define SUBPIXEL_BITMAPS_CACHED 3
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static RenWindow window_renderer = {0};
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RenWindow window_renderer = {0};
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static FT_Library library;
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// draw_rect_surface is used as a 1x1 surface to simplify ren_draw_rect with blending
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