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622 lines
24 KiB
C++
622 lines
24 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_WINDOW_HPP
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#define SFML_WINDOW_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Window/ContextSettings.hpp>
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#include <SFML/Window/Cursor.hpp>
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#include <SFML/Window/Export.hpp>
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#include <SFML/Window/GlResource.hpp>
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#include <SFML/Window/VideoMode.hpp>
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#include <SFML/Window/WindowHandle.hpp>
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#include <SFML/Window/WindowStyle.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <SFML/System/String.hpp>
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#include <SFML/System/Vector2.hpp>
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namespace sf
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{
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namespace priv
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{
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class GlContext;
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class WindowImpl;
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}
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class Event;
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////////////////////////////////////////////////////////////
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/// \brief Window that serves as a target for OpenGL rendering
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///
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////////////////////////////////////////////////////////////
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class SFML_WINDOW_API Window : GlResource, NonCopyable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// This constructor doesn't actually create the window,
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/// use the other constructors or call create() to do so.
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///
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////////////////////////////////////////////////////////////
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Window();
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////////////////////////////////////////////////////////////
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/// \brief Construct a new window
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///
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/// This constructor creates the window with the size and pixel
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/// depth defined in \a mode. An optional style can be passed to
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/// customize the look and behavior of the window (borders,
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/// title bar, resizable, closable, ...). If \a style contains
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/// Style::Fullscreen, then \a mode must be a valid video mode.
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///
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/// The fourth parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
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/// \param title Title of the window
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/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
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/// \param settings Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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Window(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// \brief Construct the window from an existing control
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///
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/// Use this constructor if you want to create an OpenGL
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/// rendering area into an already existing control.
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///
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/// The second parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc.
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///
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/// \param handle Platform-specific handle of the control
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/// \param settings Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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explicit Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// \brief Destructor
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///
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/// Closes the window and frees all the resources attached to it.
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///
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////////////////////////////////////////////////////////////
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virtual ~Window();
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////////////////////////////////////////////////////////////
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/// \brief Create (or recreate) the window
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///
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/// If the window was already created, it closes it first.
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/// If \a style contains Style::Fullscreen, then \a mode
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/// must be a valid video mode.
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///
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/// The fourth parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc.
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///
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/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
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/// \param title Title of the window
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/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
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/// \param settings Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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void create(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// \brief Create (or recreate) the window from an existing control
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///
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/// Use this function if you want to create an OpenGL
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/// rendering area into an already existing control.
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/// If the window was already created, it closes it first.
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///
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/// The second parameter is an optional structure specifying
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/// advanced OpenGL context settings such as antialiasing,
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/// depth-buffer bits, etc.
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///
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/// \param handle Platform-specific handle of the control
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/// \param settings Additional settings for the underlying OpenGL context
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///
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////////////////////////////////////////////////////////////
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void create(WindowHandle handle, const ContextSettings& settings = ContextSettings());
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////////////////////////////////////////////////////////////
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/// \brief Close the window and destroy all the attached resources
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///
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/// After calling this function, the sf::Window instance remains
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/// valid and you can call create() to recreate the window.
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/// All other functions such as pollEvent() or display() will
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/// still work (i.e. you don't have to test isOpen() every time),
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/// and will have no effect on closed windows.
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///
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////////////////////////////////////////////////////////////
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void close();
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////////////////////////////////////////////////////////////
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/// \brief Tell whether or not the window is open
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///
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/// This function returns whether or not the window exists.
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/// Note that a hidden window (setVisible(false)) is open
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/// (therefore this function would return true).
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///
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/// \return True if the window is open, false if it has been closed
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///
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////////////////////////////////////////////////////////////
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bool isOpen() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the settings of the OpenGL context of the window
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///
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/// Note that these settings may be different from what was
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/// passed to the constructor or the create() function,
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/// if one or more settings were not supported. In this case,
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/// SFML chose the closest match.
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///
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/// \return Structure containing the OpenGL context settings
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///
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////////////////////////////////////////////////////////////
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const ContextSettings& getSettings() const;
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////////////////////////////////////////////////////////////
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/// \brief Pop the event on top of the event queue, if any, and return it
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///
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/// This function is not blocking: if there's no pending event then
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/// it will return false and leave \a event unmodified.
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/// Note that more than one event may be present in the event queue,
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/// thus you should always call this function in a loop
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/// to make sure that you process every pending event.
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/// \code
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/// sf::Event event;
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/// while (window.pollEvent(event))
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/// {
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/// // process event...
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/// }
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/// \endcode
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///
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/// \param event Event to be returned
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///
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/// \return True if an event was returned, or false if the event queue was empty
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///
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/// \see waitEvent
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///
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////////////////////////////////////////////////////////////
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bool pollEvent(Event& event);
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////////////////////////////////////////////////////////////
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/// \brief Wait for an event and return it
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///
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/// This function is blocking: if there's no pending event then
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/// it will wait until an event is received.
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/// After this function returns (and no error occurred),
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/// the \a event object is always valid and filled properly.
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/// This function is typically used when you have a thread that
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/// is dedicated to events handling: you want to make this thread
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/// sleep as long as no new event is received.
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/// \code
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/// sf::Event event;
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/// if (window.waitEvent(event))
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/// {
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/// // process event...
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/// }
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/// \endcode
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///
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/// \param event Event to be returned
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///
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/// \return False if any error occurred
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///
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/// \see pollEvent
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///
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////////////////////////////////////////////////////////////
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bool waitEvent(Event& event);
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////////////////////////////////////////////////////////////
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/// \brief Get the position of the window
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///
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/// \return Position of the window, in pixels
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///
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/// \see setPosition
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///
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////////////////////////////////////////////////////////////
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Vector2i getPosition() const;
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////////////////////////////////////////////////////////////
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/// \brief Change the position of the window on screen
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///
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/// This function only works for top-level windows
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/// (i.e. it will be ignored for windows created from
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/// the handle of a child window/control).
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///
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/// \param position New position, in pixels
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///
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/// \see getPosition
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///
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////////////////////////////////////////////////////////////
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void setPosition(const Vector2i& position);
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////////////////////////////////////////////////////////////
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/// \brief Get the size of the rendering region of the window
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///
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/// The size doesn't include the titlebar and borders
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/// of the window.
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///
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/// \return Size in pixels
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///
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/// \see setSize
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///
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////////////////////////////////////////////////////////////
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Vector2u getSize() const;
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////////////////////////////////////////////////////////////
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/// \brief Change the size of the rendering region of the window
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///
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/// \param size New size, in pixels
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///
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/// \see getSize
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///
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////////////////////////////////////////////////////////////
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void setSize(const Vector2u& size);
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////////////////////////////////////////////////////////////
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/// \brief Change the title of the window
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///
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/// \param title New title
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///
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/// \see setIcon
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///
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////////////////////////////////////////////////////////////
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void setTitle(const String& title);
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////////////////////////////////////////////////////////////
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/// \brief Change the window's icon
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///
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/// \a pixels must be an array of \a width x \a height pixels
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/// in 32-bits RGBA format.
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///
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/// The OS default icon is used by default.
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///
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/// \param width Icon's width, in pixels
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/// \param height Icon's height, in pixels
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/// \param pixels Pointer to the array of pixels in memory. The
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/// pixels are copied, so you need not keep the
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/// source alive after calling this function.
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///
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/// \see setTitle
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///
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////////////////////////////////////////////////////////////
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void setIcon(unsigned int width, unsigned int height, const Uint8* pixels);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide the window
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///
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/// The window is shown by default.
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///
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/// \param visible True to show the window, false to hide it
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///
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////////////////////////////////////////////////////////////
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void setVisible(bool visible);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable vertical synchronization
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///
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/// Activating vertical synchronization will limit the number
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/// of frames displayed to the refresh rate of the monitor.
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/// This can avoid some visual artifacts, and limit the framerate
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/// to a good value (but not constant across different computers).
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///
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/// Vertical synchronization is disabled by default.
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///
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/// \param enabled True to enable v-sync, false to deactivate it
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///
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////////////////////////////////////////////////////////////
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void setVerticalSyncEnabled(bool enabled);
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////////////////////////////////////////////////////////////
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/// \brief Show or hide the mouse cursor
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///
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/// The mouse cursor is visible by default.
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///
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/// \param visible True to show the mouse cursor, false to hide it
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///
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////////////////////////////////////////////////////////////
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void setMouseCursorVisible(bool visible);
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////////////////////////////////////////////////////////////
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/// \brief Grab or release the mouse cursor
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///
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/// If set, grabs the mouse cursor inside this window's client
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/// area so it may no longer be moved outside its bounds.
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/// Note that grabbing is only active while the window has
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/// focus.
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///
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/// \param grabbed True to enable, false to disable
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///
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////////////////////////////////////////////////////////////
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void setMouseCursorGrabbed(bool grabbed);
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////////////////////////////////////////////////////////////
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/// \brief Set the displayed cursor to a native system cursor
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///
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/// Upon window creation, the arrow cursor is used by default.
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///
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/// \warning The cursor must not be destroyed while in use by
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/// the window.
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///
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/// \warning Features related to Cursor are not supported on
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/// iOS and Android.
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///
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/// \param cursor Native system cursor type to display
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///
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/// \see sf::Cursor::loadFromSystem
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/// \see sf::Cursor::loadFromPixels
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///
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////////////////////////////////////////////////////////////
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void setMouseCursor(const Cursor& cursor);
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////////////////////////////////////////////////////////////
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/// \brief Enable or disable automatic key-repeat
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///
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/// If key repeat is enabled, you will receive repeated
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/// KeyPressed events while keeping a key pressed. If it is disabled,
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/// you will only get a single event when the key is pressed.
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///
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/// Key repeat is enabled by default.
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///
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/// \param enabled True to enable, false to disable
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///
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////////////////////////////////////////////////////////////
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void setKeyRepeatEnabled(bool enabled);
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////////////////////////////////////////////////////////////
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/// \brief Limit the framerate to a maximum fixed frequency
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///
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/// If a limit is set, the window will use a small delay after
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/// each call to display() to ensure that the current frame
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/// lasted long enough to match the framerate limit.
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/// SFML will try to match the given limit as much as it can,
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/// but since it internally uses sf::sleep, whose precision
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/// depends on the underlying OS, the results may be a little
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/// unprecise as well (for example, you can get 65 FPS when
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/// requesting 60).
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///
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/// \param limit Framerate limit, in frames per seconds (use 0 to disable limit)
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///
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////////////////////////////////////////////////////////////
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void setFramerateLimit(unsigned int limit);
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////////////////////////////////////////////////////////////
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/// \brief Change the joystick threshold
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///
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/// The joystick threshold is the value below which
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/// no JoystickMoved event will be generated.
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///
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/// The threshold value is 0.1 by default.
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///
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/// \param threshold New threshold, in the range [0, 100]
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///
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////////////////////////////////////////////////////////////
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void setJoystickThreshold(float threshold);
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////////////////////////////////////////////////////////////
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/// \brief Activate or deactivate the window as the current target
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/// for OpenGL rendering
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///
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/// A window is active only on the current thread, if you want to
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/// make it active on another thread you have to deactivate it
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/// on the previous thread first if it was active.
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/// Only one window can be active on a thread at a time, thus
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/// the window previously active (if any) automatically gets deactivated.
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/// This is not to be confused with requestFocus().
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///
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/// \param active True to activate, false to deactivate
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///
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/// \return True if operation was successful, false otherwise
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///
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////////////////////////////////////////////////////////////
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bool setActive(bool active = true) const;
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////////////////////////////////////////////////////////////
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/// \brief Request the current window to be made the active
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/// foreground window
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///
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/// At any given time, only one window may have the input focus
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/// to receive input events such as keystrokes or mouse events.
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/// If a window requests focus, it only hints to the operating
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/// system, that it would like to be focused. The operating system
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/// is free to deny the request.
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/// This is not to be confused with setActive().
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///
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/// \see hasFocus
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///
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////////////////////////////////////////////////////////////
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void requestFocus();
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////////////////////////////////////////////////////////////
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/// \brief Check whether the window has the input focus
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///
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/// At any given time, only one window may have the input focus
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/// to receive input events such as keystrokes or most mouse
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/// events.
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///
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/// \return True if window has focus, false otherwise
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/// \see requestFocus
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///
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////////////////////////////////////////////////////////////
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bool hasFocus() const;
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////////////////////////////////////////////////////////////
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/// \brief Display on screen what has been rendered to the window so far
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///
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/// This function is typically called after all OpenGL rendering
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/// has been done for the current frame, in order to show
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/// it on screen.
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///
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////////////////////////////////////////////////////////////
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void display();
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////////////////////////////////////////////////////////////
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/// \brief Get the OS-specific handle of the window
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///
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/// The type of the returned handle is sf::WindowHandle,
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/// which is a typedef to the handle type defined by the OS.
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/// You shouldn't need to use this function, unless you have
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/// very specific stuff to implement that SFML doesn't support,
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/// or implement a temporary workaround until a bug is fixed.
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///
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/// \return System handle of the window
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///
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////////////////////////////////////////////////////////////
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WindowHandle getSystemHandle() const;
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protected:
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////////////////////////////////////////////////////////////
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/// \brief Function called after the window has been created
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///
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/// This function is called so that derived classes can
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/// perform their own specific initialization as soon as
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/// the window is created.
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///
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////////////////////////////////////////////////////////////
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virtual void onCreate();
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////////////////////////////////////////////////////////////
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/// \brief Function called after the window has been resized
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///
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/// This function is called so that derived classes can
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/// perform custom actions when the size of the window changes.
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///
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////////////////////////////////////////////////////////////
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virtual void onResize();
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private:
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////////////////////////////////////////////////////////////
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/// \brief Processes an event before it is sent to the user
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///
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/// This function is called every time an event is received
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/// from the internal window (through pollEvent or waitEvent).
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/// It filters out unwanted events, and performs whatever internal
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/// stuff the window needs before the event is returned to the
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/// user.
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///
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/// \param event Event to filter
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///
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////////////////////////////////////////////////////////////
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bool filterEvent(const Event& event);
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////////////////////////////////////////////////////////////
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/// \brief Perform some common internal initializations
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///
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////////////////////////////////////////////////////////////
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void initialize();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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priv::WindowImpl* m_impl; ///< Platform-specific implementation of the window
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priv::GlContext* m_context; ///< Platform-specific implementation of the OpenGL context
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Clock m_clock; ///< Clock for measuring the elapsed time between frames
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Time m_frameTimeLimit; ///< Current framerate limit
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Vector2u m_size; ///< Current size of the window
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};
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} // namespace sf
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#endif // SFML_WINDOW_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Window
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/// \ingroup window
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///
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/// sf::Window is the main class of the Window module. It defines
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/// an OS window that is able to receive an OpenGL rendering.
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///
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/// A sf::Window can create its own new window, or be embedded into
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/// an already existing control using the create(handle) function.
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/// This can be useful for embedding an OpenGL rendering area into
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/// a view which is part of a bigger GUI with existing windows,
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/// controls, etc. It can also serve as embedding an OpenGL rendering
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/// area into a window created by another (probably richer) GUI library
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/// like Qt or wxWidgets.
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///
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/// The sf::Window class provides a simple interface for manipulating
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/// the window: move, resize, show/hide, control mouse cursor, etc.
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/// It also provides event handling through its pollEvent() and waitEvent()
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/// functions.
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///
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/// Note that OpenGL experts can pass their own parameters (antialiasing
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/// level, bits for the depth and stencil buffers, etc.) to the
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/// OpenGL context attached to the window, with the sf::ContextSettings
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/// structure which is passed as an optional argument when creating the
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/// window.
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///
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/// On dual-graphics systems consisting of a low-power integrated GPU
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/// and a powerful discrete GPU, the driver picks which GPU will run an
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/// SFML application. In order to inform the driver that an SFML application
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/// can benefit from being run on the more powerful discrete GPU,
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/// #SFML_DEFINE_DISCRETE_GPU_PREFERENCE can be placed in a source file
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/// that is compiled and linked into the final application. The macro
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/// should be placed outside of any scopes in the global namespace.
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///
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/// Usage example:
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/// \code
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/// // Declare and create a new window
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/// sf::Window window(sf::VideoMode(800, 600), "SFML window");
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///
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/// // Limit the framerate to 60 frames per second (this step is optional)
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/// window.setFramerateLimit(60);
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///
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/// // The main loop - ends as soon as the window is closed
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/// while (window.isOpen())
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/// {
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/// // Event processing
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/// sf::Event event;
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/// while (window.pollEvent(event))
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/// {
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/// // Request for closing the window
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/// if (event.type == sf::Event::Closed)
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/// window.close();
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/// }
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///
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/// // Activate the window for OpenGL rendering
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/// window.setActive();
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///
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/// // OpenGL drawing commands go here...
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///
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/// // End the current frame and display its contents on screen
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/// window.display();
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/// }
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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