skia2/tools/viewer/sk_app/Window.h

202 lines
5.6 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 "SkTouchGesture.h"
#include "SkTypes.h"
#include "SkJSONCPP.h"
class SkCanvas;
class SkSurface;
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,
#ifdef SK_VULKAN
kVulkan_BackendType,
#endif
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<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
};
// 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);
int width() { return fWidth; }
int height() { return fHeight; }
virtual const DisplayParams& getDisplayParams();
void setDisplayParams(const DisplayParams& params);
// This is just for the sRGB split screen
sk_sp<SkSurface> getOffscreenSurface(bool forceSRGB);
protected:
Window();
int fWidth;
int 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