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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_WIN32_WIN32WINDOWMANAGER_
- #define _WINDOWMANAGER_WIN32_WIN32WINDOWMANAGER_
- #include <windows.h>
- #include "math/mMath.h"
- #include "gfx/gfxStructs.h"
- #include "windowManager/win32/win32Window.h"
- #include "core/util/tVector.h"
- /// Win32 implementation of the window manager interface.
- class Win32WindowManager : public PlatformWindowManager
- {
- friend class Win32Window;
- virtual void _processCmdLineArgs(const S32 argc, const char **argv);
- /// Link the specified window into the window list.
- void linkWindow(Win32Window *w);
- /// Remove specified window from the window list.
- void unlinkWindow(Win32Window *w);
- /// Callback for the process list.
- void _process();
- /// List of allocated windows.
- Win32Window *mWindowListHead;
- /// Parent window, used in window setup in web plugin scenarios.
- HWND mParentWindow;
- /// set via command line -offscreen option, controls whether rendering/input
- // is intended for offscreen rendering
- 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;
- /// Internal structure used when enumerating monitors
- struct MonitorInfo {
- HMONITOR monitorHandle;
- RectI region;
- String name;
- };
- /// Array of enumerated monitors
- Vector<MonitorInfo> mMonitors;
- /// Callback to receive information about available monitors.
- static BOOL CALLBACK MonitorEnumProc(
- HMONITOR hMonitor, // handle to display monitor
- HDC hdcMonitor, // handle to monitor DC
- LPRECT lprcMonitor, // monitor intersection rectangle
- LPARAM dwData // data
- );
- /// Callback to receive information about available monitor regions
- static BOOL CALLBACK MonitorRegionEnumProc(
- HMONITOR hMonitor, // handle to display monitor
- HDC hdcMonitor, // handle to monitor DC
- LPRECT lprcMonitor, // monitor intersection rectangle
- LPARAM dwData // data
- );
- /// If a curtain window is present, then its HWND will be stored here.
- HWND mCurtainWindow;
- SignalSlot<void()> mOnProcessSignalSlot;
- public:
- Win32WindowManager();
- ~Win32WindowManager();
- virtual RectI getPrimaryDesktopArea();
- virtual S32 getDesktopBitDepth();
- virtual Point2I getDesktopResolution();
- /// Build out the monitors list. Also used to rebuild the list after
- /// a WM_DISPLAYCHANGE message.
- virtual void buildMonitorsList();
- virtual S32 findFirstMatchingMonitor(const char* name);
- virtual U32 getMonitorCount();
- virtual const char* getMonitorName(U32 index);
- virtual RectI getMonitorRect(U32 index);
- 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; }
- };
- #endif
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