Torque3D/Engine/source/windowManager/sdl/sdlWindow.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

193 lines
6 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _WINDOWMANAGER_SDL_WINDOW_
#define _WINDOWMANAGER_SDL_WINDOW_
#include "windowManager/platformWindowMgr.h"
#include "gfx/gfxTarget.h"
#include "gfx/gfxStructs.h"
#include "sim/actionMap.h"
class PlatformWindowManagerSDL;
struct SDL_Window;
union SDL_Event;
/// Implementation of a window on SDL.
class PlatformWindowSDL : public PlatformWindow
{
friend class PlatformWindowManagerSDL;
private:
/// @name Active window list
///
/// Items used to track window instances.
///
/// @{
/// Which manager created us?
PlatformWindowManagerSDL *mOwningManager;
/// Which window comes next in list?
PlatformWindowSDL *mNextWindow;
/// @}
/// @name Window Information
///
/// @{
/// Our SDL window.
SDL_Window *mWindowHandle;
/// Our former Parent
SDL_Window *mOldParent;
/// The GFX device that we're tied to.
GFXDevice *mDevice;
/// Reference to the render target allocated on this window.
GFXWindowTargetRef mTarget;
/// Our current size/resolution/fullscreen status.
GFXVideoMode mVideoMode;
/// Our position on the desktop.
Point2I mPosition;
/// Is the mouse locked to this window?
bool mMouseLocked;
/// Determines whether this window should lock the mouse when it has an opportunity
bool mShouldLockMouse;
/// When set, we don't trigger device resets due to sizing events.
bool mSuppressReset;
/// Menu associated with this window. This is a passive property of the window and is not required to be used at all.
void* mMenuHandle;
/// Indicates if the window is being closed. This allows us to safely ignore other events like focus being gained or losed after cleanup has begun
bool mClosing;
/// @}
void _processSDLEvent(SDL_Event &evt);
void _triggerMouseLocationNotify(const SDL_Event& evt);
void _triggerMouseButtonNotify(const SDL_Event& event);
void _triggerMouseWheelNotify(const SDL_Event& event);
void _triggerKeyNotify(const SDL_Event& event);
void _triggerTextNotify(const SDL_Event& event);
void _updateMonitorFromMove(const SDL_Event& event);
public:
PlatformWindowSDL();
~PlatformWindowSDL();
void* getSystemWindow(const WindowSystem system) override;
void* &getMenuHandle()
{
return mMenuHandle;
}
void setMenuHandle( void* menuHandle )
{
mMenuHandle = menuHandle;
}
GFXDevice *getGFXDevice() override;
GFXWindowTarget *getGFXTarget() override;
void _setVideoMode(const GFXVideoMode &mode) override;
const GFXVideoMode &getVideoMode() override;
bool clearFullscreen() override;
bool isFullscreen() override;
void _setFullscreen(const bool fullscreen) override;
bool setCaption(const char *cap) override;
const char *getCaption() override;
// Window Client Area Extent
void setClientExtent( const Point2I newExtent ) override;
const Point2I getClientExtent() override;
// Window Bounds
void setBounds(const RectI &newBounds) override;
const RectI getBounds() const override;
// Window Position
void setPosition( const Point2I newPosition ) override;
const Point2I getPosition() override;
void centerWindow() override;
bool setSize(const Point2I &newSize) override;
// Coordinate space conversion.
Point2I clientToScreen( const Point2I& pos ) override;
Point2I screenToClient( const Point2I& pos ) override;
bool isOpen() override;
bool isVisible() override;
bool isFocused() override;
bool isMinimized() override;
bool isMaximized() override;
void minimize() override;
void maximize() override;
void hide() override;
void show() override;
void close() override;
void restore() override;
void setFocus() override;
void setMouseLocked(bool enable) override;
bool isMouseLocked() const override { return mMouseLocked; };
bool shouldLockMouse() const override { return mShouldLockMouse; };
/// Set if relevant keypress events should be translated into character input events.
void setKeyboardTranslation(const bool enabled) override;
WindowId getWindowId() override;
SDL_Window* getSDLWindow() const { return mWindowHandle; }
PlatformWindow * getNextWindow() const override
{
return mNextWindow;
}
/// Provide a simple GDI-based render for when the game is not rendering.
virtual void defaultRender();
/// Return the class name for the windows we create with this class.
static const UTF16 *getWindowClassName();
/// Return the class name for the curtain window class.
static const UTF16 *getCurtainWindowClassName();
/// Return the platform specific object needed to create or attach an
/// accelerated graohics drawing context on or to the window
void* getPlatformDrawable() const override { return mWindowHandle; }
};
#endif