skia2/tools/sk_app/Window.h

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/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef Window_DEFINED
#define Window_DEFINED
#include "include/core/SkRect.h"
#include "include/core/SkTypes.h"
#include "include/private/SkTDArray.h"
#include "tools/sk_app/DisplayParams.h"
#include "tools/skui/InputState.h"
#include "tools/skui/Key.h"
#include "tools/skui/ModifierKey.h"
#include <functional>
class GrDirectContext;
class SkCanvas;
class SkSurface;
class SkSurfaceProps;
class SkString;
namespace sk_app {
class WindowContext;
class Window {
public:
static Window* CreateNativeWindow(void* platformData);
virtual ~Window();
virtual void setTitle(const char*) = 0;
virtual void show() = 0;
// JSON-formatted UI state for Android. Do nothing by default
virtual void setUIState(const char*) {}
// Interface to the system clipboard. Only implemented on UNIX.
virtual const char* getClipboardText() { return nullptr; }
virtual void setClipboardText(const char*) {}
// Schedules an invalidation event for window if one is not currently pending.
// Make sure that either onPaint or markInvalReceived is called when the client window consumes
// the the inval event. They unset fIsContentInvalided which allow future onInval.
void inval();
virtual bool scaleContentToFit() const { return false; }
enum BackendType {
#ifdef SK_GL
kNativeGL_BackendType,
#endif
#if SK_ANGLE && defined(SK_BUILD_FOR_WIN)
kANGLE_BackendType,
#endif
#ifdef SK_DAWN
kDawn_BackendType,
#endif
#ifdef SK_VULKAN
kVulkan_BackendType,
#endif
#ifdef SK_METAL
kMetal_BackendType,
#endif
#ifdef SK_DIRECT3D
kDirect3D_BackendType,
#endif
kRaster_BackendType,
kLast_BackendType = kRaster_BackendType
};
enum {
kBackendTypeCount = kLast_BackendType + 1
};
virtual bool attach(BackendType) = 0;
void detach();
// input handling
class Layer {
public:
Layer() : fActive(true) {}
virtual ~Layer() = default;
bool getActive() { return fActive; }
void setActive(bool active) { fActive = active; }
// return value of 'true' means 'I have handled this event'
virtual void onBackendCreated() {}
virtual void onAttach(Window* window) {}
virtual bool onChar(SkUnichar c, skui::ModifierKey) { return false; }
virtual bool onKey(skui::Key, skui::InputState, skui::ModifierKey) { return false; }
virtual bool onMouse(int x, int y, skui::InputState, skui::ModifierKey) { return false; }
virtual bool onMouseWheel(float delta, skui::ModifierKey) { return false; }
virtual bool onTouch(intptr_t owner, skui::InputState, float x, float y) { return false; }
// Platform-detected gesture events
virtual bool onFling(skui::InputState state) { return false; }
virtual bool onPinch(skui::InputState state, float scale, float x, float y) { return false; }
virtual void onUIStateChanged(const SkString& stateName, const SkString& stateValue) {}
virtual void onPrePaint() {}
virtual void onPaint(SkSurface*) {}
virtual void onResize(int width, int height) {}
private:
friend class Window;
bool fActive;
};
void pushLayer(Layer* layer) {
layer->onAttach(this);
fLayers.push_back(layer);
}
void onBackendCreated();
bool onChar(SkUnichar c, skui::ModifierKey modifiers);
bool onKey(skui::Key key, skui::InputState state, skui::ModifierKey modifiers);
bool onMouse(int x, int y, skui::InputState state, skui::ModifierKey modifiers);
bool onMouseWheel(float delta, skui::ModifierKey modifiers);
bool onTouch(intptr_t owner, skui::InputState state, float x, float y); // multi-owner = multi-touch
// Platform-detected gesture events
bool onFling(skui::InputState state);
bool onPinch(skui::InputState state, float scale, float x, float y);
void onUIStateChanged(const SkString& stateName, const SkString& stateValue);
void onPaint();
void onResize(int width, int height);
void onActivate(bool isActive);
int width() const;
int height() const;
virtual const DisplayParams& getRequestedDisplayParams() { return fRequestedDisplayParams; }
virtual void setRequestedDisplayParams(const DisplayParams&, bool allowReattach = true);
// Actual parameters in effect, obtained from the native window.
int sampleCount() const;
int stencilBits() const;
// Returns null if there is not a GPU backend or if the backend is not yet created.
GrDirectContext* directContext() const;
protected:
Window();
SkTDArray<Layer*> fLayers;
DisplayParams fRequestedDisplayParams;
bool fIsActive = true;
std::unique_ptr<WindowContext> fWindowContext;
virtual void onInval() = 0;
// Uncheck fIsContentInvalided to allow future inval/onInval.
void markInvalProcessed();
bool fIsContentInvalidated = false; // use this to avoid duplicate invalidate events
void visitLayers(std::function<void(Layer*)> visitor);
bool signalLayers(std::function<bool(Layer*)> visitor);
};
} // namespace sk_app
#endif