01e6d17fe8
It was too easy to get into circular include chains. Added static asserts to ensure we keep our quad AA flags in sync. Also, IWYU. Change-Id: I01aefa264aa56420ab5a46a8ecd9e63c021c79ab Reviewed-on: https://skia-review.googlesource.com/c/skia/+/280405 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com>
158 lines
4.8 KiB
C++
158 lines
4.8 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 "include/core/SkRect.h"
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#include "include/core/SkTypes.h"
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#include "include/private/SkTDArray.h"
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#include "tools/sk_app/DisplayParams.h"
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#include "tools/skui/InputState.h"
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#include "tools/skui/Key.h"
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#include "tools/skui/ModifierKey.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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class SkString;
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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();
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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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#ifdef SK_GL
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kNativeGL_BackendType,
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#endif
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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_DAWN
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kDawn_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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#ifdef SK_METAL
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kMetal_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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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, skui::ModifierKey) { return false; }
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virtual bool onKey(skui::Key, skui::InputState, skui::ModifierKey) { return false; }
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virtual bool onMouse(int x, int y, skui::InputState, skui::ModifierKey) { return false; }
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virtual bool onMouseWheel(float delta, skui::ModifierKey) { return false; }
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virtual bool onTouch(intptr_t owner, skui::InputState, float x, float y) { return false; }
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// Platform-detected gesture events
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virtual bool onFling(skui::InputState state) { return false; }
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virtual bool onPinch(skui::InputState state, float scale, 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(SkSurface*) {}
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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, skui::ModifierKey modifiers);
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bool onKey(skui::Key key, skui::InputState state, skui::ModifierKey modifiers);
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bool onMouse(int x, int y, skui::InputState state, skui::ModifierKey modifiers);
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bool onMouseWheel(float delta, skui::ModifierKey modifiers);
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bool onTouch(intptr_t owner, skui::InputState state, float x, float y); // multi-owner = multi-touch
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// Platform-detected gesture events
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bool onFling(skui::InputState state);
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bool onPinch(skui::InputState state, float scale, float x, float y);
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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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std::unique_ptr<WindowContext> fWindowContext;
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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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