2016-04-06 13:08:59 +00:00
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/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef Window_DEFINED
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#define Window_DEFINED
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2016-05-06 20:28:57 +00:00
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#include "DisplayParams.h"
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2016-04-21 14:59:44 +00:00
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#include "SkRect.h"
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2016-05-17 19:44:20 +00:00
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#include "SkTouchGesture.h"
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#include "SkTypes.h"
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2016-05-27 15:52:52 +00:00
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#include "SkJSONCPP.h"
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2016-04-06 19:08:51 +00:00
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2016-04-06 13:08:59 +00:00
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class SkCanvas;
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2016-06-16 21:10:34 +00:00
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class SkSurface;
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2016-04-06 13:08:59 +00:00
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2016-05-04 20:49:13 +00:00
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namespace sk_app {
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2016-05-05 19:32:03 +00:00
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class WindowContext;
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2016-04-06 13:08:59 +00:00
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class Window {
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public:
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static Window* CreateNativeWindow(void* platformData);
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2016-10-18 19:33:53 +00:00
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virtual ~Window() { this->detach(); }
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2016-04-06 13:08:59 +00:00
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virtual void setTitle(const char*) = 0;
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virtual void show() = 0;
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2016-05-27 15:52:52 +00:00
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virtual void setUIState(const Json::Value& state) {} // do nothing in default
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2016-05-23 17:52:34 +00:00
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// Shedules an invalidation event for window if one is not currently pending.
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// Make sure that either onPaint or markInvalReceived is called when the client window consumes
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// the the inval event. They unset fIsContentInvalided which allow future onInval.
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void inval();
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2016-04-06 13:08:59 +00:00
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2016-04-21 14:59:44 +00:00
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virtual bool scaleContentToFit() const { return false; }
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virtual bool supportsContentRect() const { return false; }
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virtual SkRect getContentRect() { return SkRect::MakeEmpty(); }
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2016-05-20 13:01:06 +00:00
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enum BackendType {
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2016-04-06 13:08:59 +00:00
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kNativeGL_BackendType,
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2016-06-17 16:29:14 +00:00
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#ifdef SK_VULKAN
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2016-05-20 13:01:06 +00:00
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kVulkan_BackendType,
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2016-06-17 16:29:14 +00:00
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#endif
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2016-06-07 21:22:37 +00:00
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kRaster_BackendType,
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2016-05-20 13:01:06 +00:00
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2016-06-07 21:22:37 +00:00
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kLast_BackendType = kRaster_BackendType
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2016-05-20 13:01:06 +00:00
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};
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enum {
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kBackendTypeCount = kLast_BackendType + 1
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2016-04-06 13:08:59 +00:00
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};
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2016-05-20 13:01:06 +00:00
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virtual bool attach(BackendType attachType, const DisplayParams& params) = 0;
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2016-04-06 13:08:59 +00:00
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void detach();
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// input handling
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2016-05-10 13:50:49 +00:00
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enum class Key {
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kNONE, //corresponds to android's UNKNOWN
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kLeftSoftKey,
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kRightSoftKey,
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kHome, //!< the home key - added to match android
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kBack, //!< (CLR)
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kSend, //!< the green (talk) key
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kEnd, //!< the red key
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k0,
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k1,
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k2,
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k3,
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k4,
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k5,
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k6,
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k7,
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k8,
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k9,
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kStar, //!< the * key
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kHash, //!< the # key
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kUp,
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kDown,
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kLeft,
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kRight,
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Integrate the ImGui library with viewer
Code and docs are at: https://github.com/ocornut/imgui
ImGui is an open source immediate mode GUI library that's
lightweight and fairly simply to integrate. Widget functions
return their state, and the library emits vertex and index
data to render everything. It's got a huge set of built-in
widgets and really robust layout control.
For the initial integration, I had to fix up event handling
in the viewer's app framework (to get mouse wheel and more
keys, etc...).
The new viewer 'Debug' window is toggled with the space bar.
For this change, I've added one feature to that window: the
slide picker. It's got a list of all slides, with filtering
support, and the ability to click to switch slides.
I also included the ImGui 'Demo' window (toggled with 'g').
This is nicely laid out, and includes examples of pretty
much everything the library can do. It also serves as good
documentation - find something that looks like what you want,
and then go look at the corresponding code (all of it is in
imgui_demo.cpp).
I have other CLs with other features (like directly editing
the primaries of the working color space), but I wanted to
land this chunk first, then start adding more features.
Other than adding new debugging features, there are few
more outstanding work items:
1) Raster doesn't render the GUI correctly, due to non-
invertible pos -> UV matrices. Florin is working on that.
2) Touch inputs aren't being routed yet, so the GUI isn't
usable on Android yet. Might also be tough to work with,
given the size.
3) ImGui has clipboard integration (that's why it wants
the C, X, and V keys), but we need to wire it up to the
OS' clipboard functions.
4) Draw commands can carry a void* payload to support
drawing images (using whatever mechanism the engine has).
I'd like to set that up (probably using SkImage*), which
makes it really easy to add visualization of off-screen
images in GMs, etc...
BUG=skia:
Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1
Reviewed-on: https://skia-review.googlesource.com/7702
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
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// Keys needed by ImGui
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kTab,
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kPageUp,
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kPageDown,
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kDelete,
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kEscape,
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kShift,
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kCtrl,
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kOption, // AKA Alt
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kA,
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kC,
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kV,
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kX,
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kY,
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kZ,
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2016-05-10 13:50:49 +00:00
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kOK, //!< the center key
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kVolUp, //!< volume up - match android
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kVolDown, //!< volume down - same
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kPower, //!< power button - same
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kCamera, //!< camera - same
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kLast = kCamera
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2016-04-06 19:08:51 +00:00
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};
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2016-05-10 13:50:49 +00:00
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static const int kKeyCount = static_cast<int>(Key::kLast) + 1;
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2016-04-06 19:08:51 +00:00
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enum ModifierKeys {
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kShift_ModifierKey = 1 << 0,
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kControl_ModifierKey = 1 << 1,
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kOption_ModifierKey = 1 << 2, // same as ALT
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kCommand_ModifierKey = 1 << 3,
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kFirstPress_ModifierKey = 1 << 4,
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};
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enum InputState {
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kDown_InputState,
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kUp_InputState,
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kMove_InputState // only valid for mouse
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};
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// return value of 'true' means 'I have handled this event'
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typedef bool(*OnCharFunc)(SkUnichar c, uint32_t modifiers, void* userData);
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typedef bool(*OnKeyFunc)(Key key, InputState state, uint32_t modifiers, void* userData);
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typedef bool(*OnMouseFunc)(int x, int y, InputState state, uint32_t modifiers, void* userData);
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Integrate the ImGui library with viewer
Code and docs are at: https://github.com/ocornut/imgui
ImGui is an open source immediate mode GUI library that's
lightweight and fairly simply to integrate. Widget functions
return their state, and the library emits vertex and index
data to render everything. It's got a huge set of built-in
widgets and really robust layout control.
For the initial integration, I had to fix up event handling
in the viewer's app framework (to get mouse wheel and more
keys, etc...).
The new viewer 'Debug' window is toggled with the space bar.
For this change, I've added one feature to that window: the
slide picker. It's got a list of all slides, with filtering
support, and the ability to click to switch slides.
I also included the ImGui 'Demo' window (toggled with 'g').
This is nicely laid out, and includes examples of pretty
much everything the library can do. It also serves as good
documentation - find something that looks like what you want,
and then go look at the corresponding code (all of it is in
imgui_demo.cpp).
I have other CLs with other features (like directly editing
the primaries of the working color space), but I wanted to
land this chunk first, then start adding more features.
Other than adding new debugging features, there are few
more outstanding work items:
1) Raster doesn't render the GUI correctly, due to non-
invertible pos -> UV matrices. Florin is working on that.
2) Touch inputs aren't being routed yet, so the GUI isn't
usable on Android yet. Might also be tough to work with,
given the size.
3) ImGui has clipboard integration (that's why it wants
the C, X, and V keys), but we need to wire it up to the
OS' clipboard functions.
4) Draw commands can carry a void* payload to support
drawing images (using whatever mechanism the engine has).
I'd like to set that up (probably using SkImage*), which
makes it really easy to add visualization of off-screen
images in GMs, etc...
BUG=skia:
Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1
Reviewed-on: https://skia-review.googlesource.com/7702
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
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typedef bool(*OnMouseWheelFunc)(float delta, uint32_t modifiers, void* userData);
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2016-06-06 15:48:47 +00:00
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typedef bool(*OnTouchFunc)(intptr_t owner, InputState state, float x, float y, void* userData);
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2016-05-27 15:52:52 +00:00
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typedef void(*OnUIStateChangedFunc)(
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const SkString& stateName, const SkString& stateValue, void* userData);
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2016-04-06 13:08:59 +00:00
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typedef void(*OnPaintFunc)(SkCanvas*, void* userData);
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2016-04-06 19:08:51 +00:00
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void registerCharFunc(OnCharFunc func, void* userData) {
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fCharFunc = func;
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fCharUserData = userData;
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}
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2016-04-06 13:08:59 +00:00
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void registerKeyFunc(OnKeyFunc func, void* userData) {
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fKeyFunc = func;
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fKeyUserData = userData;
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}
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void registerMouseFunc(OnMouseFunc func, void* userData) {
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fMouseFunc = func;
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fMouseUserData = userData;
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}
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Integrate the ImGui library with viewer
Code and docs are at: https://github.com/ocornut/imgui
ImGui is an open source immediate mode GUI library that's
lightweight and fairly simply to integrate. Widget functions
return their state, and the library emits vertex and index
data to render everything. It's got a huge set of built-in
widgets and really robust layout control.
For the initial integration, I had to fix up event handling
in the viewer's app framework (to get mouse wheel and more
keys, etc...).
The new viewer 'Debug' window is toggled with the space bar.
For this change, I've added one feature to that window: the
slide picker. It's got a list of all slides, with filtering
support, and the ability to click to switch slides.
I also included the ImGui 'Demo' window (toggled with 'g').
This is nicely laid out, and includes examples of pretty
much everything the library can do. It also serves as good
documentation - find something that looks like what you want,
and then go look at the corresponding code (all of it is in
imgui_demo.cpp).
I have other CLs with other features (like directly editing
the primaries of the working color space), but I wanted to
land this chunk first, then start adding more features.
Other than adding new debugging features, there are few
more outstanding work items:
1) Raster doesn't render the GUI correctly, due to non-
invertible pos -> UV matrices. Florin is working on that.
2) Touch inputs aren't being routed yet, so the GUI isn't
usable on Android yet. Might also be tough to work with,
given the size.
3) ImGui has clipboard integration (that's why it wants
the C, X, and V keys), but we need to wire it up to the
OS' clipboard functions.
4) Draw commands can carry a void* payload to support
drawing images (using whatever mechanism the engine has).
I'd like to set that up (probably using SkImage*), which
makes it really easy to add visualization of off-screen
images in GMs, etc...
BUG=skia:
Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1
Reviewed-on: https://skia-review.googlesource.com/7702
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
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void registerMouseWheelFunc(OnMouseWheelFunc func, void* userData) {
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fMouseWheelFunc = func;
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fMouseWheelUserData = userData;
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}
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2016-04-06 13:08:59 +00:00
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void registerPaintFunc(OnPaintFunc func, void* userData) {
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fPaintFunc = func;
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fPaintUserData = userData;
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}
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2016-05-17 19:44:20 +00:00
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void registerTouchFunc(OnTouchFunc func, void* userData) {
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fTouchFunc = func;
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fTouchUserData = userData;
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}
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2016-05-27 15:52:52 +00:00
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void registerUIStateChangedFunc(OnUIStateChangedFunc func, void* userData) {
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fUIStateChangedFunc = func;
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fUIStateChangedUserData = userData;
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}
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2016-04-06 19:08:51 +00:00
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bool onChar(SkUnichar c, uint32_t modifiers);
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bool onKey(Key key, InputState state, uint32_t modifiers);
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bool onMouse(int x, int y, InputState state, uint32_t modifiers);
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Integrate the ImGui library with viewer
Code and docs are at: https://github.com/ocornut/imgui
ImGui is an open source immediate mode GUI library that's
lightweight and fairly simply to integrate. Widget functions
return their state, and the library emits vertex and index
data to render everything. It's got a huge set of built-in
widgets and really robust layout control.
For the initial integration, I had to fix up event handling
in the viewer's app framework (to get mouse wheel and more
keys, etc...).
The new viewer 'Debug' window is toggled with the space bar.
For this change, I've added one feature to that window: the
slide picker. It's got a list of all slides, with filtering
support, and the ability to click to switch slides.
I also included the ImGui 'Demo' window (toggled with 'g').
This is nicely laid out, and includes examples of pretty
much everything the library can do. It also serves as good
documentation - find something that looks like what you want,
and then go look at the corresponding code (all of it is in
imgui_demo.cpp).
I have other CLs with other features (like directly editing
the primaries of the working color space), but I wanted to
land this chunk first, then start adding more features.
Other than adding new debugging features, there are few
more outstanding work items:
1) Raster doesn't render the GUI correctly, due to non-
invertible pos -> UV matrices. Florin is working on that.
2) Touch inputs aren't being routed yet, so the GUI isn't
usable on Android yet. Might also be tough to work with,
given the size.
3) ImGui has clipboard integration (that's why it wants
the C, X, and V keys), but we need to wire it up to the
OS' clipboard functions.
4) Draw commands can carry a void* payload to support
drawing images (using whatever mechanism the engine has).
I'd like to set that up (probably using SkImage*), which
makes it really easy to add visualization of off-screen
images in GMs, etc...
BUG=skia:
Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1
Reviewed-on: https://skia-review.googlesource.com/7702
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
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bool onMouseWheel(float delta, uint32_t modifiers);
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2016-06-06 15:48:47 +00:00
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bool onTouch(intptr_t owner, InputState state, float x, float y); // multi-owner = multi-touch
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2016-05-27 15:52:52 +00:00
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void onUIStateChanged(const SkString& stateName, const SkString& stateValue);
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2016-04-06 13:08:59 +00:00
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void onPaint();
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2016-07-27 15:50:12 +00:00
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void onResize(int width, int height);
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2016-04-06 13:08:59 +00:00
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2016-07-26 15:50:26 +00:00
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int width() { return fWidth; }
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int height() { return fHeight; }
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2016-04-08 19:51:45 +00:00
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2016-05-12 16:17:04 +00:00
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virtual const DisplayParams& getDisplayParams();
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2016-05-06 20:28:57 +00:00
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void setDisplayParams(const DisplayParams& params);
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2016-04-06 13:08:59 +00:00
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protected:
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Window();
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2016-07-26 15:50:26 +00:00
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int fWidth;
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int fHeight;
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2016-04-08 19:51:45 +00:00
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2016-04-06 19:08:51 +00:00
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OnCharFunc fCharFunc;
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void* fCharUserData;
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2016-04-06 13:08:59 +00:00
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OnKeyFunc fKeyFunc;
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void* fKeyUserData;
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OnMouseFunc fMouseFunc;
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void* fMouseUserData;
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Integrate the ImGui library with viewer
Code and docs are at: https://github.com/ocornut/imgui
ImGui is an open source immediate mode GUI library that's
lightweight and fairly simply to integrate. Widget functions
return their state, and the library emits vertex and index
data to render everything. It's got a huge set of built-in
widgets and really robust layout control.
For the initial integration, I had to fix up event handling
in the viewer's app framework (to get mouse wheel and more
keys, etc...).
The new viewer 'Debug' window is toggled with the space bar.
For this change, I've added one feature to that window: the
slide picker. It's got a list of all slides, with filtering
support, and the ability to click to switch slides.
I also included the ImGui 'Demo' window (toggled with 'g').
This is nicely laid out, and includes examples of pretty
much everything the library can do. It also serves as good
documentation - find something that looks like what you want,
and then go look at the corresponding code (all of it is in
imgui_demo.cpp).
I have other CLs with other features (like directly editing
the primaries of the working color space), but I wanted to
land this chunk first, then start adding more features.
Other than adding new debugging features, there are few
more outstanding work items:
1) Raster doesn't render the GUI correctly, due to non-
invertible pos -> UV matrices. Florin is working on that.
2) Touch inputs aren't being routed yet, so the GUI isn't
usable on Android yet. Might also be tough to work with,
given the size.
3) ImGui has clipboard integration (that's why it wants
the C, X, and V keys), but we need to wire it up to the
OS' clipboard functions.
4) Draw commands can carry a void* payload to support
drawing images (using whatever mechanism the engine has).
I'd like to set that up (probably using SkImage*), which
makes it really easy to add visualization of off-screen
images in GMs, etc...
BUG=skia:
Change-Id: Iac2a63e37228d33141cb55b7e4d60bf11b7e9ae1
Reviewed-on: https://skia-review.googlesource.com/7702
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2017-02-10 18:36:16 +00:00
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OnMouseWheelFunc fMouseWheelFunc;
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void* fMouseWheelUserData;
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2016-05-17 19:44:20 +00:00
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OnTouchFunc fTouchFunc;
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void* fTouchUserData;
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2016-05-27 15:52:52 +00:00
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OnUIStateChangedFunc
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fUIStateChangedFunc;
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void* fUIStateChangedUserData;
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2016-04-06 13:08:59 +00:00
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OnPaintFunc fPaintFunc;
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void* fPaintUserData;
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2016-05-17 19:44:20 +00:00
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WindowContext* fWindowContext = nullptr;
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2016-05-23 17:52:34 +00:00
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virtual void onInval() = 0;
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// Uncheck fIsContentInvalided to allow future inval/onInval.
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void markInvalProcessed();
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bool fIsContentInvalidated = false; // use this to avoid duplicate invalidate events
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2016-04-06 13:08:59 +00:00
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};
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2016-05-04 20:49:13 +00:00
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} // namespace sk_app
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2016-04-06 13:08:59 +00:00
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#endif
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