Torque3D/Engine/source/windowManager/platformInterface.cpp

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "windowManager/platformWindowMgr.h"
#include "gfx/gfxInit.h"
#include "gfx/gfxDevice.h"
#include "core/util/journal/process.h"
#include "core/util/autoPtr.h"
// This file converts from the windowmanager system to the old platform and
// event interfaces. So it's a bit hackish but hopefully will not be necessary
// for very long. Because of the heavy use of globals in the old platform
// layer, this layer also has a fair number of globals.
// WindowManager
//
// PlatformWindowManager::get() wrapped in Macro WindowManager
static AutoPtr< PlatformWindowManager > smWindowManager;
PlatformWindowManager *PlatformWindowManager::get()
{
if( smWindowManager.isNull() )
smWindowManager = CreatePlatformWindowManager();
return smWindowManager.ptr();
}
void PlatformWindowManager::processCmdLineArgs( const S32 argc, const char **argv )
{
// Only call the get() routine if we have arguments on the command line
if(argc > 0)
{
PlatformWindowManager::get()->_processCmdLineArgs(argc, argv);
}
}
GFXDevice *gDevice = NULL;
PlatformWindow *gWindow = NULL;
// Conversion from window manager input conventions to Torque standard.
static struct ModifierBitMap {
U32 grendelMask,torqueMask;
} _ModifierBitMap[] = {
{ IM_LSHIFT, SI_LSHIFT },
{ IM_RSHIFT, SI_RSHIFT },
{ IM_LALT, SI_LALT },
{ IM_RALT, SI_RALT },
{ IM_LCTRL, SI_LCTRL },
{ IM_RCTRL, SI_RCTRL },
{ IM_LOPT, SI_MAC_LOPT },
{ IM_ROPT, SI_MAC_ROPT },
};
static int _ModifierBitMapCount = sizeof(_ModifierBitMap) / sizeof(ModifierBitMap);
InputModifiers convertModifierBits(const U32 in)
{
U32 out=0;
for(S32 i=0; i<_ModifierBitMapCount; i++)
if(in & _ModifierBitMap[i].grendelMask)
out |= _ModifierBitMap[i].torqueMask;
return (InputModifiers)out;
}
//------------------------------------------------------------------------------
void Platform::setWindowSize(U32 newWidth, U32 newHeight, bool fullScreen )
{
AssertISV(gWindow, "Platform::setWindowSize - no window present!");
// Grab the curent video settings and diddle them with the new values.
GFXVideoMode vm = gWindow->getVideoMode();
vm.resolution.set(newWidth, newHeight);
vm.fullScreen = fullScreen;
gWindow->setVideoMode(vm);
}
void Platform::setWindowLocked(bool locked)
{
PlatformWindow* window = WindowManager->getFirstWindow();
if( window )
window->setMouseLocked( locked );
}
void Platform::minimizeWindow()
{
// requires PlatformWindow API extension...
if(gWindow)
gWindow->minimize();
}
void Platform::closeWindow()
{
// Shutdown all our stuff.
//SAFE_DELETE(gDevice); // <-- device is already cleaned up elsewhere by now...
SAFE_DELETE(gWindow);
}
//------------------------------------------------------------------------------
#ifdef TORQUE_OS_WIN32
// Hack so we can get the HWND of the global window more easily - replacement
// for the HWND that was in the platstate.
#include "windowManager/win32/win32Window.h"
HWND getWin32WindowHandle()
{
PlatformWindow* window = WindowManager->getFocusedWindow();
if( !window )
{
window = WindowManager->getFirstWindow();
if( !window )
return NULL;
}
return ( ( Win32Window* ) window )->getHWND();
}
#endif