#ifndef GRAPHICS_H #define GRAPHICS_H #include // Platform detection #if defined(_WIN32) || defined(_WIN64) #define PLATFORM_WINDOWS #elif defined(__linux__) #define PLATFORM_LINUX #elif defined(__APPLE__) #define PLATFORM_MACOS #endif // Backend selection // Define one of these before including this header, or let it auto-detect #if !defined(USE_SDL) && !defined(USE_WIN32) && !defined(USE_X11) #ifdef PLATFORM_WINDOWS #define USE_SDL // Default to SDL on Windows for now #elif defined(PLATFORM_LINUX) #define USE_X11 #endif #endif // Color structure struct Color { uint8_t r, g, b, a; Color(uint8_t red = 0, uint8_t green = 0, uint8_t blue = 0, uint8_t alpha = 255) : r(red), g(green), b(blue), a(alpha) {} }; // Forward declarations for platform-specific types struct WindowHandle; // Window management functions WindowHandle* createWindow(const char* title, int width, int height); void destroyWindow(WindowHandle* window); bool windowShouldClose(WindowHandle* window); void pollEvents(WindowHandle* window); void swapBuffers(WindowHandle* window); // Drawing functions void clearScreen(WindowHandle* window, const Color& color); void drawLine(WindowHandle* window, int x1, int y1, int x2, int y2, const Color& color); void drawRectangle(WindowHandle* window, int x, int y, int width, int height, const Color& color); void drawFilledRectangle(WindowHandle* window, int x, int y, int width, int height, const Color& color); void drawCircle(WindowHandle* window, int centerX, int centerY, int radius, const Color& color); void drawFilledCircle(WindowHandle* window, int centerX, int centerY, int radius, const Color& color); void drawPixel(WindowHandle* window, int x, int y, const Color& color); // Utility functions void setDrawColor(WindowHandle* window, const Color& color); void delay(uint32_t milliseconds); // ============================================================================ // INPUT HANDLING // ============================================================================ // Key codes (cross-platform) enum KeyCode { KEY_UNKNOWN = 0, // Arrow keys KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, // Letter keys KEY_A, KEY_B, KEY_C, KEY_D, KEY_E, KEY_F, KEY_G, KEY_H, KEY_I, KEY_J, KEY_K, KEY_L, KEY_M, KEY_N, KEY_O, KEY_P, KEY_Q, KEY_R, KEY_S, KEY_T, KEY_U, KEY_V, KEY_W, KEY_X, KEY_Y, KEY_Z, // Number keys KEY_0, KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, KEY_6, KEY_7, KEY_8, KEY_9, // Function keys KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5, KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11, KEY_F12, // Special keys KEY_SPACE, KEY_ENTER, KEY_ESCAPE, KEY_BACKSPACE, KEY_TAB, KEY_SHIFT, KEY_CONTROL, KEY_ALT, // Other KEY_PLUS, KEY_MINUS, KEY_COUNT // Total number of keys }; // Mouse buttons enum MouseButton { MOUSE_LEFT = 0, MOUSE_RIGHT, MOUSE_MIDDLE, MOUSE_BUTTON_COUNT }; // Keyboard input functions bool keyDown(WindowHandle* window, KeyCode key); bool keyPressed(WindowHandle* window, KeyCode key); // True only on the frame the key was pressed bool keyReleased(WindowHandle* window, KeyCode key); // True only on the frame the key was released // Mouse input functions bool mouseDown(WindowHandle* window, MouseButton button); bool mousePressed(WindowHandle* window, MouseButton button); bool mouseReleased(WindowHandle* window, MouseButton button); void getMousePosition(WindowHandle* window, int& x, int& y); void getMouseDelta(WindowHandle* window, int& dx, int& dy); void setMousePosition(WindowHandle* window, int x, int y); void setMouseLocked(WindowHandle* window, bool locked); // Locks mouse to window center (for FPS games) bool isMouseLocked(WindowHandle* window); // Mouse wheel int getMouseWheelDelta(WindowHandle* window); #endif // GRAPHICS_H