/* * 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 "DisplayParams.h" #include "SkRect.h" #include "SkTouchGesture.h" #include "SkTypes.h" #include "SkJSONCPP.h" class SkCanvas; 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; virtual void setUIState(const Json::Value& state) {} // do nothing in default // Shedules 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; } virtual bool supportsContentRect() const { return false; } virtual SkRect getContentRect() { return SkRect::MakeEmpty(); } enum BackendType { kNativeGL_BackendType, kVulkan_BackendType, kRaster_BackendType, kLast_BackendType = kRaster_BackendType }; enum { kBackendTypeCount = kLast_BackendType + 1 }; virtual bool attach(BackendType attachType, const DisplayParams& params) = 0; void detach(); // input handling enum class Key { kNONE, //corresponds to android's UNKNOWN kLeftSoftKey, kRightSoftKey, kHome, //!< the home key - added to match android kBack, //!< (CLR) kSend, //!< the green (talk) key kEnd, //!< the red key k0, k1, k2, k3, k4, k5, k6, k7, k8, k9, kStar, //!< the * key kHash, //!< the # key kUp, kDown, kLeft, kRight, kOK, //!< the center key kVolUp, //!< volume up - match android kVolDown, //!< volume down - same kPower, //!< power button - same kCamera, //!< camera - same kLast = kCamera }; static const int kKeyCount = static_cast(Key::kLast) + 1; enum ModifierKeys { kShift_ModifierKey = 1 << 0, kControl_ModifierKey = 1 << 1, kOption_ModifierKey = 1 << 2, // same as ALT kCommand_ModifierKey = 1 << 3, kFirstPress_ModifierKey = 1 << 4, }; enum InputState { kDown_InputState, kUp_InputState, kMove_InputState // only valid for mouse }; // return value of 'true' means 'I have handled this event' typedef bool(*OnCharFunc)(SkUnichar c, uint32_t modifiers, void* userData); typedef bool(*OnKeyFunc)(Key key, InputState state, uint32_t modifiers, void* userData); typedef bool(*OnMouseFunc)(int x, int y, InputState state, uint32_t modifiers, void* userData); typedef bool(*OnTouchFunc)(intptr_t owner, InputState state, float x, float y, void* userData); typedef void(*OnUIStateChangedFunc)( const SkString& stateName, const SkString& stateValue, void* userData); typedef void(*OnPaintFunc)(SkCanvas*, void* userData); void registerCharFunc(OnCharFunc func, void* userData) { fCharFunc = func; fCharUserData = userData; } void registerKeyFunc(OnKeyFunc func, void* userData) { fKeyFunc = func; fKeyUserData = userData; } void registerMouseFunc(OnMouseFunc func, void* userData) { fMouseFunc = func; fMouseUserData = userData; } void registerPaintFunc(OnPaintFunc func, void* userData) { fPaintFunc = func; fPaintUserData = userData; } void registerTouchFunc(OnTouchFunc func, void* userData) { fTouchFunc = func; fTouchUserData = userData; } void registerUIStateChangedFunc(OnUIStateChangedFunc func, void* userData) { fUIStateChangedFunc = func; fUIStateChangedUserData = userData; } bool onChar(SkUnichar c, uint32_t modifiers); bool onKey(Key key, InputState state, uint32_t modifiers); bool onMouse(int x, int y, InputState state, uint32_t modifiers); bool onTouch(intptr_t owner, InputState state, float x, float y); // multi-owner = multi-touch void onUIStateChanged(const SkString& stateName, const SkString& stateValue); void onPaint(); void onResize(uint32_t width, uint32_t height); uint32_t width() { return fWidth; } uint32_t height() { return fHeight; } virtual const DisplayParams& getDisplayParams(); void setDisplayParams(const DisplayParams& params); protected: Window(); uint32_t fWidth; uint32_t fHeight; OnCharFunc fCharFunc; void* fCharUserData; OnKeyFunc fKeyFunc; void* fKeyUserData; OnMouseFunc fMouseFunc; void* fMouseUserData; OnTouchFunc fTouchFunc; void* fTouchUserData; OnUIStateChangedFunc fUIStateChangedFunc; void* fUIStateChangedUserData; OnPaintFunc fPaintFunc; void* fPaintUserData; WindowContext* fWindowContext = nullptr; virtual void onInval() = 0; // Uncheck fIsContentInvalided to allow future inval/onInval. void markInvalProcessed(); bool fIsContentInvalidated = false; // use this to avoid duplicate invalidate events }; } // namespace sk_app #endif