Allow creation of a window without an OpenGL context in order to support use cases where the user wants to render using other graphics APIs.
This commit is contained in:
parent
04131e1607
commit
ae337952a9
24 changed files with 1009 additions and 574 deletions
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@ -161,7 +161,7 @@ public:
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private:
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friend class Window;
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friend class WindowBase;
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////////////////////////////////////////////////////////////
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/// \brief Get access to the underlying implementation
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@ -34,7 +34,7 @@
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namespace sf
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{
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class Window;
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class WindowBase;
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////////////////////////////////////////////////////////////
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/// \brief Give access to the real-time state of the mouse
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@ -101,7 +101,7 @@ public:
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/// \return Current position of the mouse
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///
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////////////////////////////////////////////////////////////
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static Vector2i getPosition(const Window& relativeTo);
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static Vector2i getPosition(const WindowBase& relativeTo);
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////////////////////////////////////////////////////////////
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/// \brief Set the current position of the mouse in desktop coordinates
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@ -124,7 +124,7 @@ public:
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/// \param relativeTo Reference window
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///
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////////////////////////////////////////////////////////////
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static void setPosition(const Vector2i& position, const Window& relativeTo);
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static void setPosition(const Vector2i& position, const WindowBase& relativeTo);
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};
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} // namespace sf
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@ -34,7 +34,7 @@
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namespace sf
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{
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class Window;
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class WindowBase;
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////////////////////////////////////////////////////////////
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/// \brief Give access to the real-time state of the touches
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@ -79,7 +79,7 @@ public:
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/// \return Current position of \a finger, or undefined if it's not down
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///
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////////////////////////////////////////////////////////////
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static Vector2i getPosition(unsigned int finger, const Window& relativeTo);
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static Vector2i getPosition(unsigned int finger, const WindowBase& relativeTo);
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};
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} // namespace sf
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@ -29,16 +29,8 @@
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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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#include <SFML/Window/WindowBase.hpp>
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namespace sf
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@ -46,7 +38,6 @@ namespace sf
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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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@ -55,7 +46,7 @@ class Event;
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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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class SFML_WINDOW_API Window : public WindowBase, GlResource
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{
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public:
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@ -113,6 +104,20 @@ public:
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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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/// \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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///
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////////////////////////////////////////////////////////////
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virtual void create(VideoMode mode, const String& title, Uint32 style = Style::Default);
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////////////////////////////////////////////////////////////
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/// \brief Create (or recreate) the window
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///
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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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virtual void create(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings);
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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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/// \param handle Platform-specific handle of the control
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///
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////////////////////////////////////////////////////////////
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virtual void create(WindowHandle handle);
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////////////////////////////////////////////////////////////
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/// \brief Create (or recreate) the window from an existing 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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virtual void create(WindowHandle handle, const ContextSettings& settings);
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////////////////////////////////////////////////////////////
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/// \brief Close the window and destroy all the attached resources
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@ -159,19 +176,7 @@ public:
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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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virtual void close();
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////////////////////////////////////////////////////////////
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/// \brief Get the settings of the OpenGL context of the window
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@ -186,144 +191,6 @@ public:
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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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////////////////////////////////////////////////////////////
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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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////////////////////////////////////////////////////////////
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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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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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////////////////////////////////////////////////////////////
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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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////////////////////////////////////////////////////////////
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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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505
include/SFML/Window/WindowBase.hpp
Normal file
505
include/SFML/Window/WindowBase.hpp
Normal file
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////////////////////////////////////////////////////////////
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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_WINDOWBASE_HPP
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#define SFML_WINDOWBASE_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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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/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
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
class WindowImpl;
|
||||
}
|
||||
|
||||
class Event;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Window that serves as a base for other windows
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
class SFML_WINDOW_API WindowBase : NonCopyable
|
||||
{
|
||||
public:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Default constructor
|
||||
///
|
||||
/// This constructor doesn't actually create the window,
|
||||
/// use the other constructors or call create() to do so.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
WindowBase();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct a new window
|
||||
///
|
||||
/// This constructor creates the window with the size and pixel
|
||||
/// depth defined in \a mode. An optional style can be passed to
|
||||
/// customize the look and behavior of the window (borders,
|
||||
/// title bar, resizable, closable, ...). If \a style contains
|
||||
/// Style::Fullscreen, then \a mode must be a valid video mode.
|
||||
///
|
||||
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
|
||||
/// \param title Title of the window
|
||||
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
WindowBase(VideoMode mode, const String& title, Uint32 style = Style::Default);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Construct the window from an existing control
|
||||
///
|
||||
/// \param handle Platform-specific handle of the control
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
explicit WindowBase(WindowHandle handle);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor
|
||||
///
|
||||
/// Closes the window and frees all the resources attached to it.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual ~WindowBase();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Create (or recreate) the window
|
||||
///
|
||||
/// If the window was already created, it closes it first.
|
||||
/// If \a style contains Style::Fullscreen, then \a mode
|
||||
/// must be a valid video mode.
|
||||
///
|
||||
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
|
||||
/// \param title Title of the window
|
||||
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void create(VideoMode mode, const String& title, Uint32 style = Style::Default);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Create (or recreate) the window from an existing control
|
||||
///
|
||||
/// \param handle Platform-specific handle of the control
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void create(WindowHandle handle);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Close the window and destroy all the attached resources
|
||||
///
|
||||
/// After calling this function, the sf::Window instance remains
|
||||
/// valid and you can call create() to recreate the window.
|
||||
/// All other functions such as pollEvent() or display() will
|
||||
/// still work (i.e. you don't have to test isOpen() every time),
|
||||
/// and will have no effect on closed windows.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void close();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Tell whether or not the window is open
|
||||
///
|
||||
/// This function returns whether or not the window exists.
|
||||
/// Note that a hidden window (setVisible(false)) is open
|
||||
/// (therefore this function would return true).
|
||||
///
|
||||
/// \return True if the window is open, false if it has been closed
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool isOpen() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Pop the event on top of the event queue, if any, and return it
|
||||
///
|
||||
/// This function is not blocking: if there's no pending event then
|
||||
/// it will return false and leave \a event unmodified.
|
||||
/// Note that more than one event may be present in the event queue,
|
||||
/// thus you should always call this function in a loop
|
||||
/// to make sure that you process every pending event.
|
||||
/// \code
|
||||
/// sf::Event event;
|
||||
/// while (window.pollEvent(event))
|
||||
/// {
|
||||
/// // process event...
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \param event Event to be returned
|
||||
///
|
||||
/// \return True if an event was returned, or false if the event queue was empty
|
||||
///
|
||||
/// \see waitEvent
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool pollEvent(Event& event);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Wait for an event and return it
|
||||
///
|
||||
/// This function is blocking: if there's no pending event then
|
||||
/// it will wait until an event is received.
|
||||
/// After this function returns (and no error occurred),
|
||||
/// the \a event object is always valid and filled properly.
|
||||
/// This function is typically used when you have a thread that
|
||||
/// is dedicated to events handling: you want to make this thread
|
||||
/// sleep as long as no new event is received.
|
||||
/// \code
|
||||
/// sf::Event event;
|
||||
/// if (window.waitEvent(event))
|
||||
/// {
|
||||
/// // process event...
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
/// \param event Event to be returned
|
||||
///
|
||||
/// \return False if any error occurred
|
||||
///
|
||||
/// \see pollEvent
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool waitEvent(Event& event);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the position of the window
|
||||
///
|
||||
/// \return Position of the window, in pixels
|
||||
///
|
||||
/// \see setPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2i getPosition() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the position of the window on screen
|
||||
///
|
||||
/// This function only works for top-level windows
|
||||
/// (i.e. it will be ignored for windows created from
|
||||
/// the handle of a child window/control).
|
||||
///
|
||||
/// \param position New position, in pixels
|
||||
///
|
||||
/// \see getPosition
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setPosition(const Vector2i& position);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the size of the rendering region of the window
|
||||
///
|
||||
/// The size doesn't include the titlebar and borders
|
||||
/// of the window.
|
||||
///
|
||||
/// \return Size in pixels
|
||||
///
|
||||
/// \see setSize
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
Vector2u getSize() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the size of the rendering region of the window
|
||||
///
|
||||
/// \param size New size, in pixels
|
||||
///
|
||||
/// \see getSize
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setSize(const Vector2u& size);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the title of the window
|
||||
///
|
||||
/// \param title New title
|
||||
///
|
||||
/// \see setIcon
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setTitle(const String& title);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the window's icon
|
||||
///
|
||||
/// \a pixels must be an array of \a width x \a height pixels
|
||||
/// in 32-bits RGBA format.
|
||||
///
|
||||
/// The OS default icon is used by default.
|
||||
///
|
||||
/// \param width Icon's width, in pixels
|
||||
/// \param height Icon's height, in pixels
|
||||
/// \param pixels Pointer to the array of pixels in memory. The
|
||||
/// pixels are copied, so you need not keep the
|
||||
/// source alive after calling this function.
|
||||
///
|
||||
/// \see setTitle
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setIcon(unsigned int width, unsigned int height, const Uint8* pixels);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Show or hide the window
|
||||
///
|
||||
/// The window is shown by default.
|
||||
///
|
||||
/// \param visible True to show the window, false to hide it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setVisible(bool visible);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Show or hide the mouse cursor
|
||||
///
|
||||
/// The mouse cursor is visible by default.
|
||||
///
|
||||
/// \param visible True to show the mouse cursor, false to hide it
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setMouseCursorVisible(bool visible);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Grab or release the mouse cursor
|
||||
///
|
||||
/// If set, grabs the mouse cursor inside this window's client
|
||||
/// area so it may no longer be moved outside its bounds.
|
||||
/// Note that grabbing is only active while the window has
|
||||
/// focus.
|
||||
///
|
||||
/// \param grabbed True to enable, false to disable
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setMouseCursorGrabbed(bool grabbed);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set the displayed cursor to a native system cursor
|
||||
///
|
||||
/// Upon window creation, the arrow cursor is used by default.
|
||||
///
|
||||
/// \warning The cursor must not be destroyed while in use by
|
||||
/// the window.
|
||||
///
|
||||
/// \warning Features related to Cursor are not supported on
|
||||
/// iOS and Android.
|
||||
///
|
||||
/// \param cursor Native system cursor type to display
|
||||
///
|
||||
/// \see sf::Cursor::loadFromSystem
|
||||
/// \see sf::Cursor::loadFromPixels
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setMouseCursor(const Cursor& cursor);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Enable or disable automatic key-repeat
|
||||
///
|
||||
/// If key repeat is enabled, you will receive repeated
|
||||
/// KeyPressed events while keeping a key pressed. If it is disabled,
|
||||
/// you will only get a single event when the key is pressed.
|
||||
///
|
||||
/// Key repeat is enabled by default.
|
||||
///
|
||||
/// \param enabled True to enable, false to disable
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setKeyRepeatEnabled(bool enabled);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change the joystick threshold
|
||||
///
|
||||
/// The joystick threshold is the value below which
|
||||
/// no JoystickMoved event will be generated.
|
||||
///
|
||||
/// The threshold value is 0.1 by default.
|
||||
///
|
||||
/// \param threshold New threshold, in the range [0, 100]
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setJoystickThreshold(float threshold);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Request the current window to be made the active
|
||||
/// foreground window
|
||||
///
|
||||
/// At any given time, only one window may have the input focus
|
||||
/// to receive input events such as keystrokes or mouse events.
|
||||
/// If a window requests focus, it only hints to the operating
|
||||
/// system, that it would like to be focused. The operating system
|
||||
/// is free to deny the request.
|
||||
/// This is not to be confused with setActive().
|
||||
///
|
||||
/// \see hasFocus
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void requestFocus();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Check whether the window has the input focus
|
||||
///
|
||||
/// At any given time, only one window may have the input focus
|
||||
/// to receive input events such as keystrokes or most mouse
|
||||
/// events.
|
||||
///
|
||||
/// \return True if window has focus, false otherwise
|
||||
/// \see requestFocus
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool hasFocus() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the OS-specific handle of the window
|
||||
///
|
||||
/// The type of the returned handle is sf::WindowHandle,
|
||||
/// which is a typedef to the handle type defined by the OS.
|
||||
/// You shouldn't need to use this function, unless you have
|
||||
/// very specific stuff to implement that SFML doesn't support,
|
||||
/// or implement a temporary workaround until a bug is fixed.
|
||||
///
|
||||
/// \return System handle of the window
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
WindowHandle getSystemHandle() const;
|
||||
|
||||
protected:
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called after the window has been created
|
||||
///
|
||||
/// This function is called so that derived classes can
|
||||
/// perform their own specific initialization as soon as
|
||||
/// the window is created.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onCreate();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Function called after the window has been resized
|
||||
///
|
||||
/// This function is called so that derived classes can
|
||||
/// perform custom actions when the size of the window changes.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
virtual void onResize();
|
||||
|
||||
private:
|
||||
|
||||
friend class Window;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Processes an event before it is sent to the user
|
||||
///
|
||||
/// This function is called every time an event is received
|
||||
/// from the internal window (through pollEvent or waitEvent).
|
||||
/// It filters out unwanted events, and performs whatever internal
|
||||
/// stuff the window needs before the event is returned to the
|
||||
/// user.
|
||||
///
|
||||
/// \param event Event to filter
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
bool filterEvent(const Event& event);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Perform some common internal initializations
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void initialize();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the fullscreen window
|
||||
///
|
||||
/// \return The fullscreen window or NULL if there is none
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
const WindowBase* getFullscreenWindow();
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Set a window as the fullscreen window
|
||||
///
|
||||
/// \param window Window to set as fullscreen window
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setFullscreenWindow(const WindowBase* window);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
////////////////////////////////////////////////////////////
|
||||
priv::WindowImpl* m_impl; ///< Platform-specific implementation of the window
|
||||
Vector2u m_size; ///< Current size of the window
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_WINDOWBASE_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::WindowBase
|
||||
/// \ingroup window
|
||||
///
|
||||
/// sf::WindowBase serves as the base class for all Windows.
|
||||
///
|
||||
/// A sf::WindowBase can create its own new window, or be embedded into
|
||||
/// an already existing control using the create(handle) function.
|
||||
///
|
||||
/// The sf::WindowBase class provides a simple interface for manipulating
|
||||
/// the window: move, resize, show/hide, control mouse cursor, etc.
|
||||
/// It also provides event handling through its pollEvent() and waitEvent()
|
||||
/// functions.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// // Declare and create a new window
|
||||
/// sf::WindowBase window(sf::VideoMode(800, 600), "SFML window");
|
||||
///
|
||||
/// // The main loop - ends as soon as the window is closed
|
||||
/// while (window.isOpen())
|
||||
/// {
|
||||
/// // Event processing
|
||||
/// sf::Event event;
|
||||
/// while (window.pollEvent(event))
|
||||
/// {
|
||||
/// // Request for closing the window
|
||||
/// if (event.type == sf::Event::Closed)
|
||||
/// window.close();
|
||||
/// }
|
||||
///
|
||||
/// // Do things with the window here...
|
||||
/// }
|
||||
/// \endcode
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
Loading…
Add table
Add a link
Reference in a new issue