#include "window.h" SRDWindow::SRDWindow(int id, const std::string& title) : id_(id), title_(title), x_(0), y_(0), width_(0), height_(0), decorated_(true) { } int SRDWindow::getId() const { return id_; } const std::string& SRDWindow::getTitle() const { return title_; } int SRDWindow::getX() const { return x_; } int SRDWindow::getY() const { return y_; } int SRDWindow::getWidth() const { return width_; } int SRDWindow::getHeight() const { return height_; } bool SRDWindow::isDecorated() const { return decorated_; } void SRDWindow::setPosition(int x, int y) { x_ = x; y_ = y; } void SRDWindow::setSize(int width, int height) { width_ = width; height_ = height; } void SRDWindow::setGeometry(int x, int y, int width, int height) { x_ = x; y_ = y; width_ = width; height_ = height; } void SRDWindow::setDimensions(int x, int y, int width, int height) { x_ = x; y_ = y; width_ = width; height_ = height; } void SRDWindow::setDecorated(bool decorated) { decorated_ = decorated; } void SRDWindow::setId(int id) { id_ = id; } // Basic methods for managing window state (will be platform-specific) void SRDWindow::map() { // Platform-specific implementation to show the window } void SRDWindow::unmap() { // Platform-specific implementation to hide the window } void SRDWindow::focus() { // Platform-specific implementation to give focus to the window } void SRDWindow::close() { // Platform-specific implementation to close the window }