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- #Import "native/app.cpp"
- #Import "native/app.h"
- Namespace mojo.app
- Extern Private
- Function AppInit()="bbApp::init"
- Public
- #rem monkeydoc The global AppInstance instance.
- #end
- Global App:AppInstance
- #rem monkeydoc Display mode structure.
- Contains information describing a display mode.
- See [[AppInstance.DesktopMode]] for more information.
- #end
- Struct DisplayMode
-
- Field width:Int
- Field height:Int
- Field depth:Int
- Field hertz:Int
-
- Operator To:String()
-
- Return "DisplayMode("+width+","+height+","+depth+","+hertz+")"
- End
-
- End
- #rem monkeydoc The AppInstance class.
- The AppInstance class is mainly reponsible for running the app 'event loop', but also provides several utility functions for managing the application.
- A global instance of the AppInstance class is stored in the [[App]] global variable, so you can use any member of the AppInstance simply by prefixing it with 'App.', eg: App.MilliSecs
- There are a number of config settings that can be used to control app behaviour. See [[std:std.filesystem.SetConfig|SetConfig]] for more information about config settings.
- | Config setting | Possible values | Default value
- |:----------------------------------|:----------------------------------|:-------------
- | "MOJO\_OPENGL\_PROFILE" | "es", "compatibility" or "core" | "compatibility" on macos and linux, "es" on all other targets. Uses 'Angle' for es support on windows.
- | "MOJO\_OPENGL\_VERSION\_MAJOR" | Open gl major version | 2
- | "MOJO\_OPENGL\_VERSION\_MINOR" | Open gl minor version | 0
- | "MOJO\_COLOR\_BUFFER\_BITS" | Minimum color bit depth | 8
- | "MOJO\_DEPTH\_BUFFER\_BITS" | Minimum depth buffer bit depth | 0
- | "MOJO\_STENCIL\_BUFFER\_BITS" | Minimum stencil buffer bit depth | 0
- #end
- Class AppInstance
-
- #rem monkeydoc Invoked when the app becomes idle.
- #end
- Field Idle:Void()
-
- #rem monkeydoc Invoked when app is activated.
- #end
- Field Activated:Void()
-
- #rem monkeydoc Invoked when app is deactivated.
- #end
- Field Deactivated:Void()
-
- #rem monkeydoc @hidden
- #end
- Field ThemeChanged:Void()
-
- #rem monkeydoc Invoked when a file is dropped on an app window.
- #end
- Field FileDropped:Void( path:String )
-
- #rem monkeydoc Key event filter.
-
- To prevent the event from being sent to a view, a filter can eat the event using [[Event.Eat]].
-
- Filter functions should check if the event has already been 'eaten' by checking the event's [[Event.Eaten]] property before processing the event.
-
- #end
- Field KeyEventFilter:Void( event:KeyEvent )
- #rem monkeydoc MouseEvent filter.
-
- To prevent the event from being sent to a view, a filter can eat the event using [[Event.Eat]].
- Filter functions should check if the event has already been 'eaten' by checking the event's [[Event.Eaten]] property before processing the event.
-
- #end
- Field MouseEventFilter:Void( event:MouseEvent )
-
- #rem monkeydoc Raw SDL_Event filter.
-
- The filter is called for all SDL events before mojo processes them.
-
- #end
- Field SdlEventFilter:Void( event:SDL_Event Ptr )
- #rem monkeydoc Creates a new app instance.
-
- Creates a new AppInstance objects and initializes the global [[App]] variable with it.
-
- A runtime error will occur if more than 1 AppInstance is created.
-
- #end
- Method New()
-
- App=Self
-
- SDL_Init( SDL_INIT_VIDEO|SDL_INIT_JOYSTICK|SDL_INIT_GAMECONTROLLER )
- libc.atexit( SDL_Quit )
-
- SDL_SetHint( "SDL_MOUSE_FOCUS_CLICKTHROUGH","1" )
- SDL_FlushEvents( SDL_JOYDEVICEADDED,SDL_JOYDEVICEADDED )
- SDL_FlushEvents( SDL_CONTROLLERDEVICEADDED,SDL_CONTROLLERDEVICEADDED )
-
- AppInit()
-
- Keyboard.Init()
-
- Mouse.Init()
-
- Touch.Init()
-
- Audio.Init()
-
- 'Set GL attributes
- '
- Local gl_profile:Int,gl_major:Int=2,gl_minor:Int=0
- Select GetConfig( "MOJO_OPENGL_PROFILE" )
- Case "core"
- gl_profile=SDL_GL_CONTEXT_PROFILE_CORE
- Case "compatibility"
- gl_profile=SDL_GL_CONTEXT_PROFILE_COMPATIBILITY
- Case "es"
- gl_profile=SDL_GL_CONTEXT_PROFILE_ES
- Default
- #If __TARGET__="macos" Or __TARGET__="linux"
- gl_profile=SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 'no gles20 on macos...
- #Else
- gl_profile=SDL_GL_CONTEXT_PROFILE_ES
- #Endif
- End
- SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,gl_profile )
- SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION,Int( GetConfig( "MOJO_OPENGL_VERSION_MAJOR",gl_major ) ) )
- SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION,Int( GetConfig( "MOJO_OPENGL_VERSION_MINOR",gl_minor ) ) )
-
- SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER,1 )
-
- Local n:=Int( GetConfig( "MOJO_COLOR_BUFFER_BITS",8 ) )
- SDL_GL_SetAttribute( SDL_GL_RED_SIZE,n )
- SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE,n )
- SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE,n )
- SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE,Int( GetConfig( "MOJO_DEPTH_BUFFER_BITS" ) ) )
- SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE,Int( GetConfig( "MOJO_STENCIL_BUFFER_BITS" ) ) )
-
- Local msaa_samples:=Int( GetConfig( "MOJO_MSAA_SAMPLES",0 ) )
- If msaa_samples
- SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS,1 )
- SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES,msaa_samples )
- Endif
-
- #If __DESKTOP_TARGET__
- 'WIP multiple windows...
-
- SDL_GL_SetAttribute( SDL_GL_SHARE_WITH_CURRENT_CONTEXT,1 )
-
- 'create dummy window/context
- Local _sdlWindow:=SDL_CreateWindow( "<dummy>",0,0,0,0,SDL_WINDOW_HIDDEN|SDL_WINDOW_OPENGL )
- Assert( _sdlWindow,"FATAL ERROR: SDL_CreateWindow failed" )
- Local _sdlGLContext:=SDL_GL_CreateContext( _sdlWindow )
- Assert( _sdlGLContext,"FATAL ERROR: SDL_GL_CreateContext failed" )
-
- SDL_GL_MakeCurrent( _sdlWindow,_sdlGLContext )
- #Endif
-
- #If __TARGET__="windows" Or __TARGET__="macos" Or __TARGET__="emscripten"
- _captureMouse=True 'breaks on linux...
- #Endif
- #if __MOBILE_TARGET__
- _touchMouse=True
- #Endif
- _defaultFont=_res.OpenFont( "DejaVuSans",16 )
-
- _theme=New Theme
-
- Local themePath:=GetConfig( "MOJO_INITIAL_THEME","default" )
-
- Local themeScale:=Float( GetConfig( "MOJO_INITIAL_THEME_SCALE",1 ) )
-
- _theme.Load( themePath,New Vec2f( themeScale ) )
-
- _theme.ThemeChanged+=Lambda()
- ThemeChanged()
-
- RequestRender()
-
- UpdateWindows()
- End
- #if __DESKTOP_TARGET__
- SDL_AddEventWatch( _EventFilter,Null )
- #Endif
- RequestRender()
- End
-
- #rem monkeydoc Fallback font.
- #end
- Property DefaultFont:Font()
-
- Return _defaultFont
- End
-
- #rem monkeydoc The current theme.
- #end
- Property Theme:Theme()
-
- Return _theme
- End
-
- #rem monkeydoc True if clipboard text is empty.
-
- This is faster than checking whether [[ClipboardText]] returns an empty string.
-
- #end
- Property ClipboardTextEmpty:Bool()
-
- Return SDL_HasClipboardText()=SDL_FALSE
- End
-
- #rem monkeydoc Clipboard text.
- #end
- Property ClipboardText:String()
-
- If SDL_HasClipboardText()=SDL_FALSE Return ""
-
- Local p:=SDL_GetClipboardText()
-
- Local str:=String.FromCString( p )
- 'fix windows eols
- str=str.Replace( "~r~n","~n" )
- str=str.Replace( "~r","~n" )
-
- SDL_free( p )
-
- Return str
-
- Setter( text:String )
-
- SDL_SetClipboardText( text )
- End
-
- #rem monkeydoc The current key view.
-
- The key view is the view key events are sent to.
- #end
- Property KeyView:View()
-
- If Not _active Return Null
-
- If IsActive( _keyView ) Return _keyView
-
- If _modalView Return _modalView
-
- Return _activeWindow
-
- Setter( keyView:View )
-
- _keyView=keyView
- End
-
- #rem monkeydoc The current mouse view.
-
- The mouse view is the view that the mouse is currently 'dragging'.
-
- #end
- Property MouseView:View()
-
- Return _mouseView
- End
-
- #rem monkeydoc The current hover view.
-
- The hover view is the view that the mouse is currently 'hovering' over.
-
- #end
- Property HoverView:View()
-
- Return _hoverView
- End
-
- #rem monkeydoc The desktop size.
- #end
- Property DesktopSize:Vec2i()
-
- Local mode:=DesktopMode
- Return New Vec2i( mode.width,mode.height )
- End
- #rem monkeydoc The desktop display mode.
- #end
- Property DesktopMode:DisplayMode()
- Local sdlMode:SDL_DisplayMode
- SDL_GetDesktopDisplayMode( 0,Varptr sdlMode )
-
- Return CreateDisplayMode( Varptr sdlMode )
- End
-
- #rem monkeydoc True if app is active.
-
- An app is active if any of its windows has system input focus.
-
- #end
- Property Active:Bool()
-
- Return _active
- End
- #rem monkeydoc The currently active window.
-
- The active window is the window that has system input focus.
-
- #end
- Property ActiveWindow:Window()
-
- If Not _activeWindow
- Local windows:=Window.VisibleWindows()
- If windows _activeWindow=windows[0]
- Endif
-
- Return _activeWindow
- End
-
- #rem monkeydoc Mouse location relative to the active window.
- #end
- Property MouseLocation:Vec2i()
- Return _mouseLocation
- End
-
- #rem monkeydoc @hidden
- #end
- Property ModalView:View()
-
- Return _modalView
- End
-
- #rem monkeydoc Approximate frames per second rendering rate.
- #end
- Property FPS:Float()
- Return _fps
- End
-
- #rem monkeydoc Number of milliseconds app has been running.
-
- Deprecated! Just use std.time.Millisecs()
-
- #end
- Property Millisecs:Int()
-
- Return std.time.Millisecs()
- End
-
- #rem monkeydoc Puts the app to sleep.
-
- Note: Use of this method is not recommended, as the app will be unresponsive while sleeping!
-
- #end
- Method Sleep( seconds:Double )
-
- Local timeout:=Now()+seconds
-
- Repeat
- Local sleep:=timeout-Now()
- If sleep>10
- time.Sleep( sleep )
- UpdateWindows()
- Else If sleep>0
- time.Sleep( sleep )
- Else
- Return
- Endif
- Forever
-
- End
-
- #If __DESKTOP_TARGET__
-
- #rem monkeydoc @hidden
- #end
- Method WaitIdle()
- Local future:=New Future<Bool>
-
- Idle+=Lambda()
- future.Set( True )
- End
-
- future.Get()
- End
-
- #Endif
-
- #rem monkeydoc Puts app into modal mode.
- #end
- Method BeginModal( view:View )
-
- _modalStack.Push( _modalView )
-
- _modalView=view
-
- RequestRender()
- End
-
- #rem monkeydoc Exits app from modal mode.
- #end
- Method EndModal()
-
- _modalView=_modalStack.Pop()
-
- RequestRender()
- End
-
- #rem monkeydoc Terminate the app.
- #end
- Method Terminate()
-
- libc.exit_( 0 )
- End
-
- #rem monkeydoc Request that the app render itself.
- #end
- Method RequestRender()
-
- _requestRender=True
- End
-
- #rem monkeydoc @hidden
- #end
- Property Renderable:Bool()
-
- Return _activeWindow And Not _activeWindow.Minimized And Not _renderingSuspended
- End
- #rem monkeydoc @hidden
- #end
- Method MainLoop()
-
- If Not _requestRender Or Not Renderable
- SDL_WaitEvent( Null )
- Endif
-
- UpdateEvents()
-
- UpdateWindows()
- End
-
- #rem monkeydoc @hidden
- #end
- Method IsActive:Bool( view:View )
-
- Return view And view.Active And (Not _modalView Or view.IsChildOf( _modalView ))
- End
-
- #rem monkeydoc @hidden
- #end
- Method ActiveViewAtMouseLocation:View()
-
- If Not _window Return Null
-
- Local view:=_window.FindViewAtWindowPoint( _mouseLocation )
-
- If IsActive( view ) Return view
-
- Return Null
- End
-
- #rem monkeydoc @hidden
- #end
- Method UpdateWindows()
-
- if Not Renderable Return
-
- Local render:=_requestRender
- _requestRender=False
- If render UpdateFPS()
-
- For Local window:=Eachin Window.VisibleWindows()
- window.UpdateWindow( render )
- End
-
- If _mouseView And Not IsActive( _mouseView )
- SendMouseEvent( EventType.MouseUp,_mouseView )
- _mouseView=Null
- Endif
-
- If _hoverView And Not IsActive( _hoverView )
- SendMouseEvent( EventType.MouseLeave,_hoverView )
- _hoverView=Null
- Endif
-
- If Not _hoverView And Not _touchMouse
- _hoverView=ActiveViewAtMouseLocation()
- If _mouseView And _hoverView<>_mouseView _hoverView=Null
- If _hoverView SendMouseEvent( EventType.MouseEnter,_hoverView )
- Endif
-
- End
-
- #rem monkeydoc Resets polled mouse and keyboard devices.
-
- Clears the keyboard character queue and clears the pressed and released states for all keys and mouse buttons.
-
- #end
- Method ResetPolledInput()
-
- Keyboard.Reset()
-
- Mouse.Reset()
- End
-
- #rem monkeydoc @hidden
- #end
- Function EmscriptenMainLoop()
- App.RequestRender()
-
- App.MainLoop()
- End
-
- #rem monkeydoc Run the app.
- #end
- Method Run()
- #If __TARGET__="emscripten"
- emscripten_set_main_loop( EmscriptenMainLoop,0,1 )
-
- #Else
- Repeat
-
- MainLoop()
-
- Forever
- #Endif
-
- End
- #rem monkeydoc @hidden
- #end
- Method SuspendRendering()
-
- _renderingSuspended+=1
- end
-
- #rem monkeydoc @hidden
- #end
- Method ResumeRendering()
-
- _renderingSuspended=Max( _renderingSuspended-1,0 )
- End
- #rem monkeydoc Enumerate the available display modes
- #end
- Method EnumDisplayModes:DisplayMode[]( displayIndex:Int=0 )
-
- Local n:=SDL_GetNumDisplayModes( displayIndex )
- If Not n Return Null
-
- Local modes:=New Stack<DisplayMode>
-
- For Local i:=0 Until n
-
- Local sdlMode:SDL_DisplayMode
- SDL_GetDisplayMode( displayIndex,i,Varptr sdlMode )
-
- Local mode:=CreateDisplayMode( Varptr sdlMode )
-
- Local found:=False
- For Local mode2:=Eachin modes
- If mode2.width<>mode.width Or mode2.height<>mode.height Or mode2.hertz<>mode.hertz Continue
- found=True
- Exit
- Next
-
- If Not found modes.Add( mode )
- Next
-
- Return modes.ToArray()
- End
-
- Internal
-
- Method DispatchEvents()
-
- Local event:SDL_Event
- While SDL_PollEvent( Varptr event )
-
- Window.CreateNewWindows()
-
- DispatchEvent( Varptr event )
-
- Wend
-
- End
-
- Method UpdateEvents()
-
- Keyboard.Update()
-
- Mouse.Update()
-
- Touch.Update()
-
- DispatchEvents()
-
- Local idle:=Idle
- Idle=Null
- idle()
-
- End
- Private
-
- Field _touchMouse:Bool=False 'Whether mouse is really touch
- Field _captureMouse:Bool=False 'Whether to use SDL_CaptureMouse
-
- Field _res:=New ResourceManager
- Field _defaultFont:Font
- Field _theme:Theme
- Field _active:Bool
- Field _activeWindow:Window
-
- Field _renderingSuspended:int
- Field _keyView:View
- Field _hoverView:View
- Field _mouseView:View
-
- Field _requestRender:Bool
- Field _fps:Float
- Field _fpsFrames:Int
- Field _fpsMillis:Int
- Field _window:Window
- Field _keyDownView:View
- Field _key:Key
- Field _rawKey:Key
- Field _keyChar:String
- Field _modifiers:Modifier
- Field _mouseButton:MouseButton
- Field _mouseLocation:Vec2i
- Field _mouseWheel:Vec2i
- Field _mouseClicks:Int=0
- Field _finger:Int
- Field _fingerPressure:Float
- Field _fingerCoords:Vec2f
-
- Field _modalView:View
- Field _modalStack:=New Stack<View>
-
- Method UpdateFPS()
-
- _fpsFrames+=1
-
- Local elapsed:=App.Millisecs-_fpsMillis
-
- If elapsed>=250
- _fps=Round( _fpsFrames/(elapsed/1000.0) )
- _fpsMillis+=elapsed
- _fpsFrames=0
- Endif
- End
-
- Method SendKeyEvent( type:EventType )
-
- Local view:=KeyView
-
- Select type
- Case EventType.KeyDown
- _keyDownView=view
- Case EventType.KeyUp
- If view<>_keyDownView Return
- End
-
- Local event:=New KeyEvent( type,view,_key,_rawKey,_modifiers,_keyChar )
-
- KeyEventFilter( event )
-
- If event.Eaten Or Not view Return
-
- view.SendKeyEvent( event )
- End
-
- Method SendMouseEvent( type:EventType,view:View )
-
- Local location:=view.TransformWindowPointToView( _mouseLocation )
-
- Local event:=New MouseEvent( type,view,location,_mouseButton,_mouseWheel,_modifiers,_mouseClicks )
-
- MouseEventFilter( event )
-
- If event.Eaten Return
-
- view.SendMouseEvent( event )
-
- If event.Eaten Return
-
- Select type
- Case EventType.MouseDown
-
- Select _mouseButton
- Case MouseButton.Left
-
- SendMouseEvent( EventType.MouseClick,view )
-
- If _mouseClicks And Not (_mouseClicks & 1)
-
- SendMouseEvent( EventType.MouseDoubleClick,view )
-
- End
-
- Case MouseButton.Right
- SendMouseEvent( EventType.MouseRightClick,view )
- End
- End
-
- End
-
- Method SendTouchEvent( type:EventType )
-
- Local window:=_activeWindow
- If Not window Return
- Local p:=New Vec2i( _fingerCoords.x * window.Frame.Width,_fingerCoords.y * window.Frame.Height )
- Local location:=window.TransformWindowPointToView( p )
-
- window.SendTouchEvent( New TouchEvent( type,_activeWindow,location,_finger,_fingerPressure ) )
- End
-
- Method SendWindowEvent( type:EventType )
-
- Local event:=New WindowEvent( type,_window )
-
- _window.SendWindowEvent( event )
- End
-
- Method DispatchEvent( event:SDL_Event Ptr )
-
- SdlEventFilter( event )
-
- JoystickDevice.SendEvent( event )
-
- Keyboard.SendEvent( event )
-
- Mouse.SendEvent( event )
-
- Touch.SendEvent( event )
-
- Select event->type
-
- #If __TARGET__="macos"
- Case SDL_QUIT
-
- If _activeWindow _activeWindow.SendWindowEvent( New WindowEvent( EventType.WindowClose,_activeWindow ) )
- #Endif
-
- Case SDL_KEYDOWN
-
- Local kevent:=Cast<SDL_KeyboardEvent Ptr>( event )
-
- _window=Window.WindowForID( kevent->windowID )
- If Not _window Return
- _key=Keyboard.KeyCodeToKey( Int( kevent->keysym.sym ) )
- _rawKey=Keyboard.ScanCodeToRawKey( Int( kevent->keysym.scancode ) )
- _keyChar=Keyboard.KeyName( _key )
- _modifiers=Keyboard.Modifiers
-
- If kevent->repeat_
- SendKeyEvent( EventType.KeyRepeat )
- Else
- SendKeyEvent( EventType.KeyDown )
- Endif
-
- Case SDL_KEYUP
- Local kevent:=Cast<SDL_KeyboardEvent Ptr>( event )
-
- _window=Window.WindowForID( kevent->windowID )
- If Not _window Return
-
- _key=Keyboard.KeyCodeToKey( Int( kevent->keysym.sym ) )
- _rawKey=Keyboard.ScanCodeToRawKey( Int( kevent->keysym.scancode ) )
- _keyChar=Keyboard.KeyName( _key )
- _modifiers=Keyboard.Modifiers
-
- SendKeyEvent( EventType.KeyUp )
-
- Case SDL_TEXTINPUT
-
- Local tevent:=Cast<SDL_TextInputEvent Ptr>( event )
- _window=Window.WindowForID( tevent->windowID )
- If Not _window Return
-
- _keyChar=String.FromCString( tevent->text )
-
- SendKeyEvent( EventType.KeyChar )
-
- Case SDL_MOUSEBUTTONDOWN
-
- Local mevent:=Cast<SDL_MouseButtonEvent Ptr>( event )
-
- _window=Window.WindowForID( mevent->windowID )
- If Not _window Return
-
- _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y )
- _mouseButton=Cast<MouseButton>( mevent->button )
-
- If Not _mouseView
-
- Local mouseView:=ActiveViewAtMouseLocation()
-
- If mouseView
- If _touchMouse
-
- _hoverView=mouseView
-
- SendMouseEvent( EventType.MouseEnter,_hoverView )
-
- Endif
-
- If _captureMouse SDL_CaptureMouse( SDL_TRUE )
-
- _mouseView=mouseView
-
- _mouseClicks=mevent->clicks
-
- SendMouseEvent( EventType.MouseDown,_mouseView )
-
- _mouseClicks=0
- Endif
-
- Endif
-
- Case SDL_MOUSEBUTTONUP
-
- Local mevent:=Cast<SDL_MouseButtonEvent Ptr>( event )
-
- _window=Window.WindowForID( mevent->windowID )
- If Not _window Return
-
- _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y )
- _mouseButton=Cast<MouseButton>( mevent->button )
-
- If _mouseView
- If _captureMouse SDL_CaptureMouse( SDL_FALSE )
- SendMouseEvent( EventType.MouseUp,_mouseView )
- _mouseButton=Null
-
- _mouseView=Null
-
- If _touchMouse
-
- SendMouseEvent( EventType.MouseLeave,_hoverView )
-
- _hoverView=Null
- Endif
- Endif
-
- Case SDL_MOUSEMOTION
-
- Local mevent:=Cast<SDL_MouseMotionEvent Ptr>( event )
-
- _window=Window.WindowForID( mevent->windowID )
- If Not _window Return
-
- _mouseLocation=_window.MouseScale * New Vec2i( mevent->x,mevent->y )
-
- If Not _touchMouse
-
- Local hoverView:=ActiveViewAtMouseLocation()
- If _mouseView And hoverView<>_mouseView hoverView=Null
-
- If hoverView<>_hoverView
-
- If _hoverView SendMouseEvent( EventType.MouseLeave,_hoverView )
-
- _hoverView=hoverView
-
- If _hoverView SendMouseEvent( EventType.MouseEnter,_hoverView )
-
- Endif
-
- Endif
-
- If _mouseView
-
- SendMouseEvent( EventType.MouseMove,_mouseView )
-
- Else If _hoverView
- SendMouseEvent( EventType.MouseMove,_hoverView )
-
- Endif
- Case SDL_MOUSEWHEEL
-
- Local mevent:=Cast<SDL_MouseWheelEvent Ptr>( event )
-
- _window=Window.WindowForID( mevent->windowID )
- If Not _window Return
-
- _mouseWheel=New Vec2i( mevent->x,mevent->y )
-
- If _mouseView
-
- SendMouseEvent( EventType.MouseWheel,_mouseView )
-
- Else If _hoverView
- SendMouseEvent( EventType.MouseWheel,_hoverView )
-
- Endif
-
- Case SDL_FINGERDOWN
-
- Local tevent:=Cast<SDL_TouchFingerEvent Ptr>( event )
-
- _finger=tevent->fingerId
- _fingerPressure=tevent->pressure
- _fingerCoords=New Vec2f( tevent->x,tevent->y )
-
- SendTouchEvent( EventType.TouchDown )
-
- Case SDL_FINGERUP
-
- Local tevent:=Cast<SDL_TouchFingerEvent Ptr>( event )
-
- _finger=tevent->fingerId
- _fingerPressure=tevent->pressure
- _fingerCoords=New Vec2f( tevent->x,tevent->y )
-
- SendTouchEvent( EventType.TouchUp )
-
- Case SDL_FINGERMOTION
-
- Local tevent:=Cast<SDL_TouchFingerEvent Ptr>( event )
-
- _finger=tevent->fingerId
- _fingerPressure=tevent->pressure
- _fingerCoords=New Vec2f( tevent->x,tevent->y )
-
- SendTouchEvent( EventType.TouchMove )
-
- Case SDL_WINDOWEVENT
-
- Local wevent:=Cast<SDL_WindowEvent Ptr>( event )
-
- _window=Window.WindowForID( wevent->windowID )
- If Not _window Return
-
- Select wevent->event
-
- Case SDL_WINDOWEVENT_CLOSE
-
- SendWindowEvent( EventType.WindowClose )
-
- Case SDL_WINDOWEVENT_MAXIMIZED
-
- SendWindowEvent( EventType.WindowMaximized )
-
- Case SDL_WINDOWEVENT_MINIMIZED
-
- SendWindowEvent( EventType.WindowMinimized )
-
- Case SDL_WINDOWEVENT_RESTORED
-
- SendWindowEvent( EventType.WindowRestored )
-
- Case SDL_WINDOWEVENT_FOCUS_GAINED
-
- ' Print "SDL_WINDOWEVENT_FOCUS_GAINED"
-
- Local active:=_active
- _activeWindow=_window
- _active=True
-
- SendWindowEvent( EventType.WindowGainedFocus )
-
- If active<>_active Activated()
-
- Case SDL_WINDOWEVENT_FOCUS_LOST
-
- ' Print "SDL_WINDOWEVENT_FOCUS_LOST"
-
- Local active:=_active
- _active=False
-
- If _mouseView And Not _captureMouse
- SendMouseEvent( EventType.MouseUp,_mouseView )
- _mouseView=Null
- Endif
- If _hoverView
- SendMouseEvent( EventType.MouseLeave,_hoverView )
- _hoverView=Null
- Endif
-
- SendWindowEvent( EventType.WindowLostFocus )
-
- If active<>_active Deactivated()
-
- Case SDL_WINDOWEVENT_LEAVE
-
- If _mouseView And Not _captureMouse
- SendMouseEvent( EventType.MouseUp,_mouseView )
- _mouseView=Null
- Endif
-
- If _hoverView
- SendMouseEvent( EventType.MouseLeave,_hoverView )
- _hoverView=Null
- Endif
- End
-
- Case SDL_USEREVENT
-
- Local uevent:=Cast<SDL_UserEvent Ptr>( event )
-
- Local event:=Cast<AsyncEvent Ptr>( uevent->data1 )
-
- event->Dispatch()
- Case SDL_DROPFILE
-
- Local devent:=Cast<SDL_DropEvent Ptr>( event )
-
- Local path:=String.FromCString( devent->file ).Replace( "\","/" )
-
- SDL_free( devent->file )
-
- FileDropped( path )
- Case SDL_RENDER_TARGETS_RESET
-
- 'Print "SDL_RENDER_TARGETS_RESET"
-
- RequestRender()
-
- Case SDL_RENDER_DEVICE_RESET
-
- 'Print "SDL_RENDER_DEVICE_RESET"
-
- mojo.graphics.glutil.glGraphicsSeq+=1
- #if __TARGET__="ios"
- Case SDL_APP_TERMINATING
- 'Terminate the app.
- 'Shut everything down before returning from this function.
- Case SDL_APP_LOWMEMORY
- 'You will get this when your app is paused and iOS wants more memory.
- 'Release as much memory as possible.
- Case SDL_APP_WILLENTERBACKGROUND
- 'Prepare your app to go into the background. Stop loops, etc.
- 'This gets called when the user hits the home button, or gets a call.
- 'Print "SDL_APP_WILLENTERBACKGROUND"
-
- SuspendRendering()
- Case SDL_APP_DIDENTERBACKGROUND
- 'This will get called if the user accepted whatever sent your app to the background.
- 'If the user got a phone call and canceled it, you'll instead get an SDL_APP_DIDENTERFOREGROUND event and restart your loops.
- 'When you get this, you have 5 seconds to save all your state or the app will be terminated.
- 'Your app is NOT active at this point.
- Case SDL_APP_WILLENTERFOREGROUND
- 'This call happens when your app is coming back to the foreground.
- 'Restore all your state here.
- Case SDL_APP_DIDENTERFOREGROUND
- 'Restart your loops here.
- 'Your app is interactive and getting CPU again.
- 'Print "SDL_APP_DIDENTERFOREGROUND"
- ResumeRendering()
- RequestRender()
- #Endif
-
- End
-
- End
-
- Function _EventFilter:Int( userData:Void Ptr,event:SDL_Event Ptr )
-
- Return App.EventFilter( userData,event )
- End
-
- Method EventFilter:Int( userData:Void Ptr,event:SDL_Event Ptr )
-
- Select event[0].type
- Case SDL_WINDOWEVENT
- Local wevent:=Cast<SDL_WindowEvent Ptr>( event )
-
- _window=Window.WindowForID( wevent->windowID )
- If Not _window Return 1
-
- Select wevent->event
-
- Case SDL_WINDOWEVENT_MOVED
-
- ' Print "SDL_WINDOWEVENT_MOVED"
-
- SdlEventFilter( event )
-
- SendWindowEvent( EventType.WindowMoved )
-
- Return 0
-
- Case SDL_WINDOWEVENT_RESIZED
-
- ' Print "SDL_WINDOWEVENT_RESIZED"
-
- SdlEventFilter( event )
-
- SendWindowEvent( EventType.WindowResized )
-
- UpdateWindows()
-
- Return 0
- End
- End
-
- Return 1
- End
-
- Method CreateDisplayMode:DisplayMode( sdlMode:SDL_DisplayMode Ptr )
-
- Local mode:=New DisplayMode
- #If __TARGET__="emscripten"
- mode.width=640
- mode.height=480
- #else
- mode.width=sdlMode->w
- mode.height=sdlMode->h
- mode.depth=SDL_BYTESPERPIXEL( sdlMode->format )*8
- mode.hertz=sdlMode->refresh_rate
- #endif
- Return mode
- End
-
- End
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