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- //-----------------------------------------------------------------------------
- // 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_PLATFORMWINDOW_H_
- #define _WINDOWMANAGER_PLATFORMWINDOW_H_
- #include "math/mRect.h"
- #include "core/util/journal/journaledSignal.h"
- #include "core/util/safeDelete.h"
- #include "windowManager/platformCursorController.h"
- #include "windowManager/windowInputGenerator.h"
- #ifndef _SIGNAL_H_ //Volumetric Fog
- #include "core/util/tSignal.h"
- #endif
- //forward decl's
- class PlatformWindowManager;
- class GFXDevice;
- struct GFXVideoMode;
- class GFXWindowTarget;
- class IProcessInput;
- typedef Signal<void(PlatformWindow *PlatformWindow, bool resize)> ScreenResChangeSignal;
- /// Abstract representation of a native OS window.
- ///
- /// Every windowing system has its own representations and conventions as
- /// regards the windows on-screen. In order to provide Torque with means for
- /// interfacing with multiple windows, tracking their state, etc. we provide
- /// this interface.
- ///
- /// This interface also allows the app to access the render target for the
- /// window it represents, as well as control mode switches, get mode info,
- /// and so on.
- ///
- /// @see PlatformWindowManager
- class PlatformWindow
- {
- friend class PlatformWindowManager;
- protected:
- /// Are we enabling IME or other keyboard input translation services,
- /// or concerned about raw input?
- bool mEnableKeyboardTranslation;
- /// When Torque GuiText input controls have focus they need to
- /// disable native OS keyboard accelerator translation.
- bool mEnableAccelerators;
- /// Minimum allowed size for this window. When possible, we will communicate
- /// this to the OS.
- Point2I mMinimumSize;
- /// When the resize is locked, this will be used as both minimum and maximum window size
- Point2I mLockedSize;
- /// When this is true, resizing is locked
- bool mResizeLocked;
- /// Is Idle?
- bool mIsBackground;
- /// Cursor Controller for this Window
- PlatformCursorController *mCursorController;
-
- /// An opaque ID used to resolve references to this Window
- WindowId mWindowId;
- /// Window Mouse/Key input Controller for this Window
- WindowInputGenerator *mWindowInputGenerator;
- /// Suppress device resets
- bool mSuppressReset;
- /// Offscreen Render
- bool mOffscreenRender;
- /// This is set as part of the canvas being shown, and flags that the windows should render as normal from now on.
- // Basically a flag that lets the window manager know that we've handled the splash screen, and to operate as normal.
- bool mDisplayWindow;
- /// Protected constructor so that the win
- PlatformWindow()
- {
- mIsBackground = false; // This could be toggled to true to prefer performance.
- mMinimumSize.set(0,0);
- mLockedSize.set(0,0);
- mResizeLocked = false;
- mEnableKeyboardTranslation = false;
- mEnableAccelerators = true;
- mCursorController = NULL;
- mSuppressReset = false;
- mOffscreenRender = false;
- mDisplayWindow = false;
- // This controller maps window input (Mouse/Keyboard) to a generic input consumer
- mWindowInputGenerator = new WindowInputGenerator( this );
- }
- static ScreenResChangeSignal smScreenResChangeSignal;
- public:
- /// To get rid of a window, just delete it. Make sure the GFXDevice is
- /// done with it first!
- virtual ~PlatformWindow()
- {
- SAFE_DELETE( mCursorController );
- SAFE_DELETE( mWindowInputGenerator );
- }
- /// Get the WindowController associated with this window
- virtual void setInputController( IProcessInput *controller ) { if( mWindowInputGenerator ) mWindowInputGenerator->setInputController( controller ); };
- WindowInputGenerator* getInputGenerator() const { return mWindowInputGenerator; }
- /// Get the ID that uniquely identifies this window in the context of its
- /// window manager.
- virtual WindowId getWindowId() { return 0; };
- enum WindowSystem
- {
- WindowSystem_Unknown = 0,
- WindowSystem_Windows,
- WindowSystem_X11,
- };
- virtual void* getSystemWindow(const WindowSystem system) { return NULL; }
- /// Set the flag that determines whether to suppress a GFXDevice reset
- inline void setSuppressReset(bool suppress) { mSuppressReset = suppress; };
- /// @name GFX State Management
- ///
- /// @{
- /// Return a pointer to the GFX device this window is bound to. A GFX
- /// device may use many windows, but a window can only be used by a
- /// single GFX device.
- virtual GFXDevice *getGFXDevice()=0;
- /// Return a pointer to this window's render target.
- ///
- /// By setting window targets from different windows, we can effect
- /// rendering to multiple windows from a single device.
- virtual GFXWindowTarget *getGFXTarget()=0;
- /// Set the video mode for this window.
- virtual void setVideoMode(const GFXVideoMode &mode);
- /// Get our current video mode - if the window has been resized, it will
- /// reflect this.
- virtual const GFXVideoMode &getVideoMode()=0;
- /// If we're fullscreen, this function returns us to desktop mode.
- ///
- /// This will be either the last mode that we had that was not
- /// fullscreen, or the equivalent mode, windowed.
- virtual bool clearFullscreen()=0;
- /// @return true if this window is fullscreen, false otherwise.
- virtual bool isFullscreen()=0;
- /// Acquire the entire screen
- void setFullscreen(const bool fullscreen);
- /// Set Idle State (Background)
- ///
- /// This is called to put a window into idle state, which causes it's
- /// rendering priority to be toned down to prefer performance
- virtual void setBackground( bool val ) { mIsBackground = val; };
- /// Get Idle State (Background)
- ///
- /// This is called to poll the window as to it's idle state.
- virtual bool getBackground() { return mIsBackground; };
- /// Set whether this window is intended for offscreen rendering
- /// An offscreen window will never be shown or lose focus
- virtual void setOffscreenRender(bool val ) { mOffscreenRender = val; };
- /// Set whether this window is intended for offscreen rendering
- ///
- /// This is called to poll the window as to it's idle state.
- virtual bool getOffscreenRender() { return mOffscreenRender; };
- /// Set whether this window is should display as normal
- virtual void setDisplayWindow(bool val ) { mDisplayWindow = val; };
- /// Set Focused State (Foreground)
- ///
- /// Claim OS input focus for this window
- virtual void setFocus() { }
- /// @}
- /// @name Caption
- ///
- /// @{
- /// Set the window's caption.
- virtual bool setCaption(const char *cap)=0;
- /// Get the window's caption.
- virtual const char *getCaption()=0;
- /// @}
- /// @name Visibility
- ///
- /// Control how the window is displayed
- /// @{
- /// Minimize the window on screen
- virtual void minimize()=0;
- /// Maximize the window on screen
- virtual void maximize()=0;
- /// Hide the window on screen
- virtual void hide()=0;
- /// Show the window on screen
- virtual void show()=0;
- /// Destroy the window on screen
- virtual void close()=0;
- /// Restore the window from a Maximized or Minimized state
- virtual void restore()=0;
- /// @}
- /// @name Window Bounds
- ///
- /// @{
- /// The Client Rectangle or "Render Area" of a window is the area that
- /// is occupied by a given client that is rendering to that window.
- /// This does not include the area occupied by a title-bar, menu,
- /// borders or other non-client elements.
- /// @{
- /// Set the Client Area Extent (Resolution) of this window
- virtual void setClientExtent( const Point2I newExtent ) = 0;
- /// Get the Client Area Extent (Resolution) of this window
- virtual const Point2I getClientExtent() = 0;
- /// @}
- /// The bounds of a Window are defined as the entire area occupied by
- /// that Window. This includes the area needed for a title-bar, menu,
- /// borders, and other non-client elements.
- ///
- /// @{
- /// Resize the window to have some new bounds.
- virtual void setBounds( const RectI &newBounds ) = 0;
- /// Get the position and size (fullscreen windows are always at (0,0)).
- virtual const RectI getBounds() const = 0;
- /// @}
- /// The Position of a window is always in relation to the very upper left
- /// of the window. This means that saying setPosition at 0,0 will put the
- /// position of the window title-bar (if one exists) at 0,0 and the Client
- /// area will be offset from that point by the space needed for the Non-Client
- /// area.
- /// @{
- /// Set the position of this window
- virtual void setPosition( const Point2I newPosition ) = 0;
- /// Get the position of this window
- virtual const Point2I getPosition() = 0;
- virtual void centerWindow() {};
- /// Resize the window to have a new size (but be in the same position).
- virtual bool setSize(const Point2I &newSize)=0;
- /// @}
-
- /// @name Coordinate Space Conversion
- /// @{
- /// Convert the coordinate given in this window space to screen coordinates.
- virtual Point2I clientToScreen( const Point2I& point ) = 0;
-
- /// Convert the given screen coordinates to coordinates in this window space.
- virtual Point2I screenToClient( const Point2I& point ) = 0;
-
- /// @}
- /// @name Windowed state
- ///
- /// This is only really meaningful if the window is not fullscreen.
- ///
- /// @{
- /// Returns true if the window is instantiated in the OS.
- virtual bool isOpen() = 0;
- /// Returns true if the window is visible.
- virtual bool isVisible() = 0;
- /// Returns true if the window has input focus
- virtual bool isFocused() = 0;
- /// Returns true if the window is minimized
- virtual bool isMinimized() = 0;
- /// Returns true if the window is maximized
- virtual bool isMaximized() = 0;
-
- /// @name Keyboard Translation
- ///
- /// When keyboard translation is on, keypress events that correspond to character input
- /// should be send as character input events rather than as raw key events *except* if
- /// shouldNotTranslate() returns true for a specific keypress event. This enables the
- /// platform layer to perform platform-specific character input mapping.
- ///
- /// @{
- /// Set if relevant keypress events should be translated into character input events.
- virtual void setKeyboardTranslation(const bool enabled)
- {
- mEnableKeyboardTranslation = enabled;
- }
- /// Returns true if keyboard translation is enabled.
- virtual bool getKeyboardTranslation() const
- {
- return mEnableKeyboardTranslation;
- }
-
- /// Returns true if the given keypress event should not be translated.
- virtual bool shouldNotTranslate( U32 modifiers, U32 keyCode ) const;
-
- /// @}
- /// Used to disable native OS keyboard accelerators.
- virtual void setAcceleratorsEnabled(const bool enabled)
- {
- mEnableAccelerators = enabled;
- }
- /// Returns true if native OS keyboard accelerators are enabled.
- virtual bool getAcceleratorsEnabled() const
- {
- return mEnableAccelerators;
- }
- /// Sets a minimum window size. We'll work with the OS to prevent user
- /// from sizing the window to less than this. Setting to (0,0) means
- /// user has complete freedom of resize.
- virtual void setMinimumWindowSize(Point2I minSize)
- {
- mMinimumSize = minSize;
- }
- /// Returns the current minimum window size for this window.
- virtual Point2I getMinimumWindowSize()
- {
- return mMinimumSize;
- }
- /// Locks/unlocks window resizing
- virtual void lockSize(bool locked)
- {
- mResizeLocked = locked;
- if (mResizeLocked)
- mLockedSize = getBounds().extent;
- }
- /// Returns true if the window size is locked
- virtual bool isSizeLocked()
- {
- return mResizeLocked;
- }
- /// Returns the locked window size
- virtual Point2I getLockedSize()
- {
- return mLockedSize;
- }
- /// @}
- /// @name Window Cursor
- ///
- /// Accessors to control a windows cursor shape and visibility
- ///
- /// @{
- /// Get the CursorController that this window owns.
- virtual PlatformCursorController *getCursorController() { return mCursorController; };
- /// Set the cursor position based on logical coordinates from the upper-right corner
- ///
- /// @param x The X position of the cursor
- /// @param y The Y position of the cursor
- virtual void setCursorPosition(S32 x, S32 y)
- {
- if( mCursorController != NULL )
- mCursorController->setCursorPosition(x,y);
- }
- /// Get the cursor position based on logical coordinates from the upper-right corner
- ///
- /// @param point A reference to a Point2I to store the coordinates
- virtual void getCursorPosition( Point2I &point )
- {
- if( mCursorController != NULL )
- mCursorController->getCursorPosition(point);
- }
-
- /// Set the cursor visibility on this window
- ///
- /// @param visible Whether the cursor should be visible or not
- virtual void setCursorVisible(bool visible)
- {
- if( mCursorController != NULL )
- mCursorController->setCursorVisible(visible);
- }
- /// Get the cursor visibility on this window
- ///
- /// @return true if the cursor is visible or false if it's hidden
- virtual bool isCursorVisible()
- {
- if( mCursorController != NULL )
- return mCursorController->isCursorVisible();
- return false;
- }
- /// Lock the mouse to this window.
- ///
- /// When this is set, the mouse will always be returned to the center
- /// of the client area after every mouse event. The mouse will also be
- /// hidden while it is locked.
- ///
- /// The mouse cannot be moved out of the bounds of the window, but the
- /// window may lose focus (for instance by an alt-tab or other event).
- /// While the window lacks focus, no mouse events will be reported.
- virtual void setMouseLocked( bool enable )=0;
- /// Is the mouse locked ?
- virtual bool isMouseLocked() const = 0;
- /// Should the mouse be locked at the next opportunity ?
- ///
- /// This flag is set to the current state of the mouse lock
- /// on a window, to specify the preferred lock status of the
- /// mouse in a platform window.
- ///
- /// This is important for situations where a call is made
- /// to setMouseLocked, and the window is not in a state that
- /// it can be cleanly locked. Take for example if it was called
- /// while the window is in the background, then it is not appropriate
- /// to lock the window, but rather the window should query this
- /// state at it's next opportunity and lock the mouse if requested.
- virtual bool shouldLockMouse() const = 0;
- /// @}
- virtual PlatformWindow * getNextWindow() const = 0;
- /// @name Event Handlers
- ///
- /// Various events that this window receives. These are all subclasses of
- /// JournaledSignal, so you can subscribe to them and receive notifications
- /// per the documentation for that class.
- ///
- /// @{
- ///
- AppEvent appEvent;
- MouseEvent mouseEvent;
- MouseWheelEvent wheelEvent;
- ButtonEvent buttonEvent;
- LinearEvent linearEvent;
- KeyEvent keyEvent;
- CharEvent charEvent;
- DisplayEvent displayEvent;
- ResizeEvent resizeEvent;
- IdleEvent idleEvent;
- /// @}
- static ScreenResChangeSignal& getScreenResChangeSignal() { return smScreenResChangeSignal; }
-
- /// Get the platform specific object needed to create or attach an accelerated
- /// graohics drawing context on or to the window
- /// Win32 D3D and OpenGL typically needs an HWND
- /// Mac Cocoa OpenGL typically needs an NSOpenGLView
- /// Mac Carbon OpenGL typically needs a WindowRef
- ///
- virtual void* getPlatformDrawable() const = 0;
- protected:
- virtual void _setFullscreen(const bool fullScreen) {};
- virtual void _setVideoMode(const GFXVideoMode &mode) = 0;
- };
- #endif
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