//----------------------------------------------------------------------------- // 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