mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
141 lines
5.6 KiB
C++
141 lines
5.6 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _WINDOWMANAGER_SDL_WINDOWMANAGER_
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#define _WINDOWMANAGER_SDL_WINDOWMANAGER_
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#include "math/mMath.h"
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#include "gfx/gfxStructs.h"
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#include "windowManager/sdl/sdlWindow.h"
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#include "core/util/tVector.h"
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struct SDL_Window;
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class FileDialog; // TODO SDL REMOVE
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/// SDL2 implementation of the window manager interface.
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class PlatformWindowManagerSDL : public PlatformWindowManager
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{
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public:
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/// An enum that holds an event loop frame of the state of the
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/// keyboard for how the keyboard is interpreted inside of Torque.
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///
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/// SDL has a concept of text editing events as well as raw input
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/// events. Because of this, SDL needs notified whenever it needs
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/// to fire text based events. SDL will continue firing raw input
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/// events as well during this time.
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///
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/// The reason why this was created is because we needed time to
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/// transition between raw input to raw input + text based events.
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/// If we take a raw input and notify SDL we wanted text during the
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/// event loop, SDL will issue a text input event as well. This was
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/// causing issues with the console, where the console key would be
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/// appended to the console buffer upon opening it. We fix this by
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/// delaying the notification to SDL until the event loop is complete.
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enum class KeyboardInputState
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{
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NONE = 0, /// < No state change during this event loop cycle.
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TEXT_INPUT = 1, /// < We want to change to text based events & raw input.
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RAW_INPUT = 2 /// < We only want raw input.
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};
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protected:
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friend class PlatformWindowSDL;
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friend class FileDialog; // TODO SDL REMOVE
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void _processCmdLineArgs(const S32 argc, const char **argv) override;
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/// Link the specified window into the window list.
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void linkWindow(PlatformWindowSDL *w);
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/// Remove specified window from the window list.
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void unlinkWindow(PlatformWindowSDL *w);
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/// Callback for the process list.
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void _process();
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/// List of allocated windows.
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PlatformWindowSDL *mWindowListHead;
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/// Parent window, used in window setup in web plugin scenarios.
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SDL_Window *mParentWindow;
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/// This is set as part of the canvas being shown, and flags that the windows should render as normal from now on.
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// Basically a flag that lets the window manager know that we've handled the splash screen, and to operate as normal.
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bool mDisplayWindow;
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/// set via command line -offscreen option, controls whether rendering/input
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// is intended for offscreen rendering
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bool mOffscreenRender;
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/// If a curtain window is present, then will be stored here.
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SDL_Window *mCurtainWindow;
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Map<U32, PlatformWindowSDL*> mWindowMap;
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SignalSlot<void()> mOnProcessSignalSlot;
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/// The input state that will change whenever SDL needs notified.
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/// After it is handled, it will return to state NONE.
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KeyboardInputState mInputState;
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public:
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PlatformWindowManagerSDL();
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~PlatformWindowManagerSDL();
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RectI getPrimaryDesktopArea() override;
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S32 getDesktopBitDepth() override;
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Point2I getDesktopResolution() override;
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S32 findFirstMatchingMonitor(const char* name) override;
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U32 getMonitorCount() override;
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const char* getMonitorName(U32 index) override;
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RectI getMonitorRect(U32 index) override;
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RectI getMonitorUsableRect(U32 index) override;
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U32 getMonitorModeCount(U32 monitorIndex) override;
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const String getMonitorMode(U32 monitorIndex, U32 modeIndex) override;
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const String getMonitorDesktopMode(U32 monitorIndex) override;
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void getMonitorRegions(Vector<RectI> ®ions) override;
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PlatformWindow *createWindow(GFXDevice *device, const GFXVideoMode &mode) override;
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void getWindows(VectorPtr<PlatformWindow*> &windows) override;
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void setParentWindow(void* newParent) override;
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void* getParentWindow() override;
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PlatformWindow *getWindowById(WindowId id) override;
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PlatformWindow *getFirstWindow() override;
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PlatformWindow* getFocusedWindow() override;
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void lowerCurtain() override;
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void raiseCurtain() override;
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void setDisplayWindow(bool set) override { mDisplayWindow = set; }
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/// Stores the input state so that the event loop will fire a check if we need
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/// to change how keyboard input is being handled.
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/// @param state The state of the keyboard input, either being raw input or text
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/// based input.
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void updateSDLTextInputState(KeyboardInputState state);
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};
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#endif
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