Torque3D/Engine/source/windowManager/platformWindow.cpp

55 lines
2.3 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.
//-----------------------------------------------------------------------------
#include "windowManager/platformWindow.h"
ScreenResChangeSignal PlatformWindow::smScreenResChangeSignal;
//-----------------------------------------------------------------------------
void PlatformWindow::setFullscreen( const bool fullscreen )
{
// Notify listeners that we will acquire the screen
if(fullscreen && !Journal::IsDispatching())
appEvent.trigger(getWindowId(),GainScreen);
// Do platform specific fullscreen code
_setFullscreen(fullscreen);
// Notify listeners that we released the screen
if(!fullscreen && !Journal::IsDispatching())
appEvent.trigger(getWindowId(),LoseScreen);
}
//-----------------------------------------------------------------------------
bool PlatformWindow::shouldNotTranslate( U32 modifiers, U32 keyCode ) const
{
if( mWindowInputGenerator )
return mWindowInputGenerator->wantAsKeyboardEvent( modifiers, keyCode );
else
return false;
}
void PlatformWindow::setVideoMode(const GFXVideoMode &mode)
{
_setVideoMode(mode);
getScreenResChangeSignal().trigger(this, true);
}