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