pandemonium_engine/servers/window_server.h

144 lines
6.3 KiB
C++

#ifndef DISPLAY_SERVER_H
#define DISPLAY_SERVER_H
/*************************************************************************/
/* window_server.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#include "core/containers/rid.h"
#include "core/object/object.h"
class WindowServer : public Object {
GDCLASS(WindowServer, Object);
static WindowServer *singleton;
public:
const float SCREEN_REFRESH_RATE_FALLBACK = -1.0;
struct VideoMode {
int width, height;
bool fullscreen;
bool resizable;
bool borderless_window;
bool maximized;
bool always_on_top;
bool use_vsync;
bool vsync_via_compositor;
bool layered;
float get_aspect() const { return (float)width / (float)height; }
VideoMode(int p_width = 1024, int p_height = 600, bool p_fullscreen = false, bool p_resizable = true, bool p_borderless_window = false, bool p_maximized = false, bool p_always_on_top = false, bool p_use_vsync = false, bool p_vsync_via_compositor = false) {
width = p_width;
height = p_height;
fullscreen = p_fullscreen;
resizable = p_resizable;
borderless_window = p_borderless_window;
maximized = p_maximized;
always_on_top = p_always_on_top;
use_vsync = p_use_vsync;
vsync_via_compositor = p_vsync_via_compositor;
layered = false;
}
};
virtual int get_screen_count() const { return 1; }
virtual int get_current_screen() const { return 0; }
virtual void set_current_screen(int p_screen) {}
virtual Point2 get_screen_position(int p_screen = -1) const { return Point2(); }
virtual Size2 get_screen_size(int p_screen = -1) const { return get_window_size(); }
virtual int get_screen_dpi(int p_screen = -1) const { return 72; }
virtual float get_screen_scale(int p_screen = -1) const { return 1.0; }
virtual float get_screen_max_scale() const { return 1.0; };
virtual float get_screen_refresh_rate(int p_screen = -1) const { return SCREEN_REFRESH_RATE_FALLBACK; };
virtual Point2 get_window_position() const { return Vector2(); }
virtual void set_window_position(const Point2 &p_position) {}
virtual Size2 get_max_window_size() const { return Size2(); };
virtual Size2 get_min_window_size() const { return Size2(); };
virtual Size2 get_window_size() const { return Size2(); };
virtual Size2 get_real_window_size() const { return get_window_size(); }
virtual void set_min_window_size(const Size2 p_size) {}
virtual void set_max_window_size(const Size2 p_size) {}
virtual void set_window_size(const Size2 p_size) {}
virtual void set_window_fullscreen(bool p_enabled) {}
virtual bool is_window_fullscreen() const { return true; }
virtual void set_window_resizable(bool p_enabled) {}
virtual bool is_window_resizable() const { return false; }
virtual void set_window_minimized(bool p_enabled) {}
virtual bool is_window_minimized() const { return false; }
virtual void set_window_maximized(bool p_enabled) {}
virtual bool is_window_maximized() const { return true; }
virtual void set_window_always_on_top(bool p_enabled) {}
virtual bool is_window_always_on_top() const { return false; }
virtual bool is_window_focused() const { return true; }
virtual void request_attention() {}
virtual void center_window() {}
//WindowServer
enum HandleType {
DISPLAY_HANDLE, // X11::Display* ...
WINDOW_HANDLE, // HWND, X11::Window*, NSWindow*, UIWindow*, Android activity ...
WINDOW_VIEW, // HDC, NSView*, UIView*, Android surface ...
OPENGL_CONTEXT, // HGLRC, X11::GLXContext, NSOpenGLContext*, EGLContext* ...
};
virtual void *get_native_handle(int p_handle_type) { return nullptr; };
virtual int64_t get_native_handle_bind(HandleType p_handle_type);
virtual void set_borderless_window(bool p_borderless) {}
virtual bool get_borderless_window() { return false; }
virtual bool get_window_per_pixel_transparency_enabled() const { return false; }
virtual void set_window_per_pixel_transparency_enabled(bool p_enabled) {}
virtual void set_no_window_mode(bool p_enable) {}
virtual bool is_no_window_mode_enabled() const { return false; }
virtual void move_window_to_foreground() {}
virtual void swap_buffers() {}
protected:
static WindowServer *(*create_func)();
static void _bind_methods();
public:
static WindowServer *get_singleton();
static WindowServer *create();
WindowServer();
virtual ~WindowServer();
};
VARIANT_ENUM_CAST(WindowServer::HandleType);
#endif