# coneneko.window

class InputState;
  enum State;
  void press(int a);
  void release(int a);
  void opPostInc();
    ++
  bool released(int a);
  bool pressing(int a);
  bool pressed(int a);
  bool releasing(int a);
  abstract void handler(SDL_Event e);
  void clear();
  State opIndex(int a);
  char[] toString(int a);
class KeyState: coneneko.window.InputState;
  SDLK_ESCAPE等
class MouseState: coneneko.window.InputState;
  SDL_BUTTON_LEFT, SDL_BUTTON_RIGHT等
  Vector position();
    クライアント範囲は[-1, 1

enum Joy;
class JoyState: coneneko.window.InputState;
  static void init();
  static void close();
class BackBuffer: coneneko.rendertarget.RenderTarget;
  this(uint width, uint height);
  void draw(SceneGraph a);
  Rgba rgba();
class Window: coneneko.rendertarget.RenderTarget;
  final BackBuffer backBuffer;
  final InputState key;
  final InputState joy;
  bool closed();
  uint width();
  uint height();
  Vector size();
  this(uint width = 640, uint height = 480, bool fullScreen = false);
  void draw(SceneGraph sg);
  void flip();
  void doEvents();
  uint fps;
    一秒に一度更新
  void update(SceneGraph scene);
    rootを描画して++
class MqoCamera: coneneko.camera.Camera;
  必要なら、キーボード操作も追加する、a回転, zズーム, x移動, escキャンセル, 上下右左
  this(Window wnd, Vector position = create(0F,0F,400F), Vector at = create());
  this(Window wnd, float x, float y, float z, float atX, float atY, float atZ);
  void leftDown();
  void leftUp();
  void rightDown();
  void rightUp();
)

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