*******************************************************************************/
-#include <SDL/SDL_image.h>
-
-#include "Dispatcher.hh"
-#include "Exception.hh"
+#include "Dispatch.hh"
+#include "Engine.hh"
+#include "Error.hh"
+#include "Image.hh"
#include "Log.hh"
#include "Settings.hh"
#include "Video.hh"
// on win32, creating a new context via SDL_SetVideoMode will wipe
// out the GL state, so we gotta notify everyone to reload their
// state after the change
- Mf::dispatcher::dispatch("video.context_recreated");
+ Engine::getInstance().dispatch("video.newcontext");
+
logInfo("video context recreated");
#endif
}
- else throw Exception(ErrorCode::SDL_VIDEOMODE);
+ else throw Error(Error::SDL_VIDEOMODE);
}
}
{
if (mAttribs.icon != "")
{
- SDL_Surface* icon = IMG_Load(mAttribs.icon.c_str());
- if (icon)
- {
- SDL_WM_SetIcon(icon, 0);
- SDL_FreeSurface(icon);
- }
+ Image icon(mAttribs.icon);
+ icon.setAsIcon();
}
}
return mAttribs.caption;
}
+const std::string& Video::getIcon() const
+{
+ return mAttribs.icon;
+}
+
void Video::setFull(bool full)
{
}
-void Video::makeActive()
-{
- // NOP until the day SDL supports more than only one window.
- // Still waiting...
-}
-
void Video::swap()
{
SDL_GL_SwapBuffers();