98385ba6c5
Gives 1:1 pixel correspondence with GM resolutions, and fixes viewport issues. Bug: skia:8737 Change-Id: Ieb87ed32cbb3211bdb4cdfbcc486c7b57b1c1eda Reviewed-on: https://skia-review.googlesource.com/c/188627 Commit-Queue: Jim Van Verth <jvanverth@google.com> Commit-Queue: Mike Reed <reed@google.com> Auto-Submit: Jim Van Verth <jvanverth@google.com> Reviewed-by: Mike Reed <reed@google.com>
209 lines
5.6 KiB
C++
209 lines
5.6 KiB
C++
/*
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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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#include "DisplayParams.h"
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#include "SkRect.h"
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#include "SkTDArray.h"
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#include "SkTypes.h"
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class GrContext;
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class SkCanvas;
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class SkSurface;
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class SkSurfaceProps;
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namespace sk_app {
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class WindowContext;
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class Window {
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public:
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static Window* CreateNativeWindow(void* platformData);
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virtual ~Window() { this->detach(); }
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virtual void setTitle(const char*) = 0;
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virtual void show() = 0;
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// JSON-formatted UI state for Android. Do nothing by default
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virtual void setUIState(const char*) {}
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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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virtual bool scaleContentToFit() const { return false; }
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enum BackendType {
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kNativeGL_BackendType,
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#if SK_ANGLE && defined(SK_BUILD_FOR_WIN)
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kANGLE_BackendType,
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#endif
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#ifdef SK_VULKAN
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kVulkan_BackendType,
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#endif
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kRaster_BackendType,
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kLast_BackendType = kRaster_BackendType
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};
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enum {
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kBackendTypeCount = kLast_BackendType + 1
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};
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virtual bool attach(BackendType) = 0;
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void detach();
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// input handling
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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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// 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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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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};
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static const int kKeyCount = static_cast<int>(Key::kLast) + 1;
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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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class Layer {
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public:
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Layer() : fActive(true) {}
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virtual ~Layer() = default;
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bool getActive() { return fActive; }
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void setActive(bool active) { fActive = active; }
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// return value of 'true' means 'I have handled this event'
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virtual void onBackendCreated() {}
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virtual void onAttach(Window* window) {}
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virtual bool onChar(SkUnichar c, uint32_t modifiers) { return false; }
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virtual bool onKey(Key key, InputState state, uint32_t modifiers) { return false; }
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virtual bool onMouse(int x, int y, InputState state, uint32_t modifiers) { return false; }
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virtual bool onMouseWheel(float delta, uint32_t modifiers) { return false; }
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virtual bool onTouch(intptr_t owner, InputState state, float x, float y) { return false; }
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virtual void onUIStateChanged(const SkString& stateName, const SkString& stateValue) {}
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virtual void onPrePaint() {}
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virtual void onPaint(SkCanvas*) {}
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virtual void onResize(int width, int height) {}
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private:
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friend class Window;
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bool fActive;
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};
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void pushLayer(Layer* layer) {
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layer->onAttach(this);
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fLayers.push_back(layer);
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}
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void onBackendCreated();
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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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bool onMouseWheel(float delta, uint32_t modifiers);
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bool onTouch(intptr_t owner, InputState state, float x, float y); // multi-owner = multi-touch
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void onUIStateChanged(const SkString& stateName, const SkString& stateValue);
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void onPaint();
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void onResize(int width, int height);
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int width() const;
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int height() const;
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virtual const DisplayParams& getRequestedDisplayParams() { return fRequestedDisplayParams; }
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virtual void setRequestedDisplayParams(const DisplayParams&, bool allowReattach = true);
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// Actual parameters in effect, obtained from the native window.
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int sampleCount() const;
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int stencilBits() const;
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// Returns null if there is not a GPU backend or if the backend is not yet created.
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GrContext* getGrContext() const;
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protected:
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Window();
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SkTDArray<Layer*> fLayers;
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DisplayParams fRequestedDisplayParams;
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WindowContext* fWindowContext = nullptr;
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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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void visitLayers(std::function<void(Layer*)> visitor);
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bool signalLayers(std::function<bool(Layer*)> visitor);
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};
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} // namespace sk_app
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#endif
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