mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
186 lines
5.6 KiB
C++
186 lines
5.6 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;
|
|
|
|
/// @}
|
|
|
|
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);
|
|
|
|
public:
|
|
PlatformWindowSDL();
|
|
~PlatformWindowSDL();
|
|
|
|
virtual void* getSystemWindow(const WindowSystem system);
|
|
|
|
void* &getMenuHandle()
|
|
{
|
|
return mMenuHandle;
|
|
}
|
|
|
|
void setMenuHandle( void* menuHandle )
|
|
{
|
|
mMenuHandle = menuHandle;
|
|
}
|
|
|
|
virtual GFXDevice *getGFXDevice();
|
|
virtual GFXWindowTarget *getGFXTarget();
|
|
|
|
virtual void setVideoMode(const GFXVideoMode &mode);
|
|
virtual const GFXVideoMode &getVideoMode();
|
|
virtual bool clearFullscreen();
|
|
virtual bool isFullscreen();
|
|
virtual void _setFullscreen(const bool fullscreen);
|
|
|
|
virtual bool setCaption(const char *cap);
|
|
virtual const char *getCaption();
|
|
|
|
// Window Client Area Extent
|
|
virtual void setClientExtent( const Point2I newExtent );
|
|
virtual const Point2I getClientExtent();
|
|
|
|
// Window Bounds
|
|
virtual void setBounds(const RectI &newBounds);
|
|
virtual const RectI getBounds() const;
|
|
|
|
// Window Position
|
|
virtual void setPosition( const Point2I newPosition );
|
|
virtual const Point2I getPosition();
|
|
virtual void centerWindow();
|
|
virtual bool setSize(const Point2I &newSize);
|
|
|
|
// Coordinate space conversion.
|
|
virtual Point2I clientToScreen( const Point2I& pos );
|
|
virtual Point2I screenToClient( const Point2I& pos );
|
|
|
|
virtual bool isOpen();
|
|
virtual bool isVisible();
|
|
virtual bool isFocused();
|
|
virtual bool isMinimized();
|
|
virtual bool isMaximized();
|
|
|
|
virtual void minimize();
|
|
virtual void maximize();
|
|
virtual void hide();
|
|
virtual void show();
|
|
virtual void close();
|
|
virtual void restore();
|
|
virtual void setFocus();
|
|
|
|
virtual void setMouseLocked(bool enable);
|
|
virtual bool isMouseLocked() const { return mMouseLocked; };
|
|
virtual bool shouldLockMouse() const { return mShouldLockMouse; };
|
|
|
|
virtual WindowId getWindowId();
|
|
|
|
SDL_Window* getSDLWindow() const { return mWindowHandle; }
|
|
|
|
virtual PlatformWindow * getNextWindow() const
|
|
{
|
|
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
|
|
virtual void* getPlatformDrawable() const { return mWindowHandle; }
|
|
};
|
|
#endif
|