skia2/tools/sk_app/Window.h
Robert Phillips 9882dae24d Reduce usage of SkCanvas::flush
SkCanvas::flush is problematic and we wish to deprecate it. As a first step, this CL begins to remove Skia's internal usage of it.

Ideally clients would use SkSurface::flush and/or GrContext::flush.

Change-Id: I39bb0702f8230134a97961a4ee70833fd5bd0dcc
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/196641
Commit-Queue: Robert Phillips <robertphillips@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
2019-03-04 22:09:39 +00:00

212 lines
5.7 KiB
C++

/*
* 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 "SkTDArray.h"
#include "SkTypes.h"
class GrContext;
class SkCanvas;
class SkSurface;
class SkSurfaceProps;
namespace sk_app {
class WindowContext;
class Window {
public:
static Window* CreateNativeWindow(void* platformData);
virtual ~Window() { this->detach(); }
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*) {}
// 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; }
enum BackendType {
kNativeGL_BackendType,
#if SK_ANGLE && defined(SK_BUILD_FOR_WIN)
kANGLE_BackendType,
#endif
#ifdef SK_VULKAN
kVulkan_BackendType,
#endif
#if SK_METAL && defined(SK_BUILD_FOR_MAC)
kMetal_BackendType,
#endif
kRaster_BackendType,
kLast_BackendType = kRaster_BackendType
};
enum {
kBackendTypeCount = kLast_BackendType + 1
};
virtual bool attach(BackendType) = 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,
// Keys needed by ImGui
kTab,
kPageUp,
kPageDown,
kDelete,
kEscape,
kShift,
kCtrl,
kOption, // AKA Alt
kA,
kC,
kV,
kX,
kY,
kZ,
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<int>(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
};
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, uint32_t modifiers) { return false; }
virtual bool onKey(Key key, InputState state, uint32_t modifiers) { return false; }
virtual bool onMouse(int x, int y, InputState state, uint32_t modifiers) { return false; }
virtual bool onMouseWheel(float delta, uint32_t modifiers) { return false; }
virtual bool onTouch(intptr_t owner, InputState state, 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, uint32_t modifiers);
bool onKey(Key key, InputState state, uint32_t modifiers);
bool onMouse(int x, int y, InputState state, uint32_t modifiers);
bool onMouseWheel(float delta, 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(int width, int height);
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.
GrContext* getGrContext() const;
protected:
Window();
SkTDArray<Layer*> fLayers;
DisplayParams fRequestedDisplayParams;
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
void visitLayers(std::function<void(Layer*)> visitor);
bool signalLayers(std::function<bool(Layer*)> visitor);
};
} // namespace sk_app
#endif