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Engine directory for ticket #1
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Engine/source/windowManager/platformWindow.cpp
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Engine/source/windowManager/platformWindow.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "windowManager/platformWindow.h"
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//-----------------------------------------------------------------------------
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void PlatformWindow::setFullscreen( const bool fullscreen )
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{
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// Notify listeners that we will acquire the screen
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if(fullscreen && !Journal::IsDispatching())
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appEvent.trigger(getWindowId(),GainScreen);
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// Do platform specific fullscreen code
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_setFullscreen(fullscreen);
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// Notify listeners that we released the screen
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if(!fullscreen && !Journal::IsDispatching())
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appEvent.trigger(getWindowId(),LoseScreen);
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}
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//-----------------------------------------------------------------------------
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bool PlatformWindow::shouldNotTranslate( U32 modifiers, U32 keyCode ) const
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{
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if( mWindowInputGenerator )
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return mWindowInputGenerator->wantAsKeyboardEvent( modifiers, keyCode );
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else
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return false;
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}
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