Allow creation of a window without an OpenGL context in order to support use cases where the user wants to render using other graphics APIs.

This commit is contained in:
binary1248 2018-09-15 13:08:28 +02:00
parent 04131e1607
commit ae337952a9
No known key found for this signature in database
GPG Key ID: E5E52A5D6082224A
24 changed files with 1009 additions and 574 deletions

View File

@ -210,6 +210,13 @@ int main()
sfmlView2.display();
}
// Close our SFML views before destroying the underlying window
sfmlView1.close();
sfmlView2.close();
// Destroy the window
XDestroyWindow(display, window);
// Close the display
XCloseDisplay(display);

View File

@ -122,6 +122,10 @@ int main()
}
}
// Close our SFML views before destroying the underlying window
SFMLView1.close();
SFMLView2.close();
// Destroy the main window (all its child controls will be destroyed)
DestroyWindow(window);

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@ -161,7 +161,7 @@ public:
private:
friend class Window;
friend class WindowBase;
////////////////////////////////////////////////////////////
/// \brief Get access to the underlying implementation

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@ -34,7 +34,7 @@
namespace sf
{
class Window;
class WindowBase;
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time state of the mouse
@ -101,7 +101,7 @@ public:
/// \return Current position of the mouse
///
////////////////////////////////////////////////////////////
static Vector2i getPosition(const Window& relativeTo);
static Vector2i getPosition(const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Set the current position of the mouse in desktop coordinates
@ -124,7 +124,7 @@ public:
/// \param relativeTo Reference window
///
////////////////////////////////////////////////////////////
static void setPosition(const Vector2i& position, const Window& relativeTo);
static void setPosition(const Vector2i& position, const WindowBase& relativeTo);
};
} // namespace sf

View File

@ -34,7 +34,7 @@
namespace sf
{
class Window;
class WindowBase;
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time state of the touches
@ -79,7 +79,7 @@ public:
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getPosition(unsigned int finger, const Window& relativeTo);
static Vector2i getPosition(unsigned int finger, const WindowBase& relativeTo);
};
} // namespace sf

View File

@ -29,16 +29,8 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/Window/Cursor.hpp>
#include <SFML/Window/Export.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/WindowHandle.hpp>
#include <SFML/Window/WindowStyle.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/String.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Window/WindowBase.hpp>
namespace sf
@ -46,7 +38,6 @@ namespace sf
namespace priv
{
class GlContext;
class WindowImpl;
}
class Event;
@ -55,7 +46,7 @@ class Event;
/// \brief Window that serves as a target for OpenGL rendering
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API Window : GlResource, NonCopyable
class SFML_WINDOW_API Window : public WindowBase, GlResource
{
public:
@ -113,6 +104,20 @@ public:
////////////////////////////////////////////////////////////
virtual ~Window();
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window
///
/// If the window was already created, it closes it first.
/// If \a style contains Style::Fullscreen, then \a mode
/// must be a valid video mode.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
///
////////////////////////////////////////////////////////////
virtual void create(VideoMode mode, const String& title, Uint32 style = Style::Default);
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window
///
@ -130,7 +135,19 @@ public:
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
void create(VideoMode mode, const String& title, Uint32 style = Style::Default, const ContextSettings& settings = ContextSettings());
virtual void create(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings);
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window from an existing control
///
/// Use this function if you want to create an OpenGL
/// rendering area into an already existing control.
/// If the window was already created, it closes it first.
///
/// \param handle Platform-specific handle of the control
///
////////////////////////////////////////////////////////////
virtual void create(WindowHandle handle);
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window from an existing control
@ -147,7 +164,7 @@ public:
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
void create(WindowHandle handle, const ContextSettings& settings = ContextSettings());
virtual void create(WindowHandle handle, const ContextSettings& settings);
////////////////////////////////////////////////////////////
/// \brief Close the window and destroy all the attached resources
@ -159,19 +176,7 @@ public:
/// and will have no effect on closed windows.
///
////////////////////////////////////////////////////////////
void close();
////////////////////////////////////////////////////////////
/// \brief Tell whether or not the window is open
///
/// This function returns whether or not the window exists.
/// Note that a hidden window (setVisible(false)) is open
/// (therefore this function would return true).
///
/// \return True if the window is open, false if it has been closed
///
////////////////////////////////////////////////////////////
bool isOpen() const;
virtual void close();
////////////////////////////////////////////////////////////
/// \brief Get the settings of the OpenGL context of the window
@ -186,144 +191,6 @@ public:
////////////////////////////////////////////////////////////
const ContextSettings& getSettings() const;
////////////////////////////////////////////////////////////
/// \brief Pop the event on top of the event queue, if any, and return it
///
/// This function is not blocking: if there's no pending event then
/// it will return false and leave \a event unmodified.
/// Note that more than one event may be present in the event queue,
/// thus you should always call this function in a loop
/// to make sure that you process every pending event.
/// \code
/// sf::Event event;
/// while (window.pollEvent(event))
/// {
/// // process event...
/// }
/// \endcode
///
/// \param event Event to be returned
///
/// \return True if an event was returned, or false if the event queue was empty
///
/// \see waitEvent
///
////////////////////////////////////////////////////////////
bool pollEvent(Event& event);
////////////////////////////////////////////////////////////
/// \brief Wait for an event and return it
///
/// This function is blocking: if there's no pending event then
/// it will wait until an event is received.
/// After this function returns (and no error occurred),
/// the \a event object is always valid and filled properly.
/// This function is typically used when you have a thread that
/// is dedicated to events handling: you want to make this thread
/// sleep as long as no new event is received.
/// \code
/// sf::Event event;
/// if (window.waitEvent(event))
/// {
/// // process event...
/// }
/// \endcode
///
/// \param event Event to be returned
///
/// \return False if any error occurred
///
/// \see pollEvent
///
////////////////////////////////////////////////////////////
bool waitEvent(Event& event);
////////////////////////////////////////////////////////////
/// \brief Get the position of the window
///
/// \return Position of the window, in pixels
///
/// \see setPosition
///
////////////////////////////////////////////////////////////
Vector2i getPosition() const;
////////////////////////////////////////////////////////////
/// \brief Change the position of the window on screen
///
/// This function only works for top-level windows
/// (i.e. it will be ignored for windows created from
/// the handle of a child window/control).
///
/// \param position New position, in pixels
///
/// \see getPosition
///
////////////////////////////////////////////////////////////
void setPosition(const Vector2i& position);
////////////////////////////////////////////////////////////
/// \brief Get the size of the rendering region of the window
///
/// The size doesn't include the titlebar and borders
/// of the window.
///
/// \return Size in pixels
///
/// \see setSize
///
////////////////////////////////////////////////////////////
Vector2u getSize() const;
////////////////////////////////////////////////////////////
/// \brief Change the size of the rendering region of the window
///
/// \param size New size, in pixels
///
/// \see getSize
///
////////////////////////////////////////////////////////////
void setSize(const Vector2u& size);
////////////////////////////////////////////////////////////
/// \brief Change the title of the window
///
/// \param title New title
///
/// \see setIcon
///
////////////////////////////////////////////////////////////
void setTitle(const String& title);
////////////////////////////////////////////////////////////
/// \brief Change the window's icon
///
/// \a pixels must be an array of \a width x \a height pixels
/// in 32-bits RGBA format.
///
/// The OS default icon is used by default.
///
/// \param width Icon's width, in pixels
/// \param height Icon's height, in pixels
/// \param pixels Pointer to the array of pixels in memory. The
/// pixels are copied, so you need not keep the
/// source alive after calling this function.
///
/// \see setTitle
///
////////////////////////////////////////////////////////////
void setIcon(unsigned int width, unsigned int height, const Uint8* pixels);
////////////////////////////////////////////////////////////
/// \brief Show or hide the window
///
/// The window is shown by default.
///
/// \param visible True to show the window, false to hide it
///
////////////////////////////////////////////////////////////
void setVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Enable or disable vertical synchronization
///
@ -339,62 +206,6 @@ public:
////////////////////////////////////////////////////////////
void setVerticalSyncEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Show or hide the mouse cursor
///
/// The mouse cursor is visible by default.
///
/// \param visible True to show the mouse cursor, false to hide it
///
////////////////////////////////////////////////////////////
void setMouseCursorVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Grab or release the mouse cursor
///
/// If set, grabs the mouse cursor inside this window's client
/// area so it may no longer be moved outside its bounds.
/// Note that grabbing is only active while the window has
/// focus.
///
/// \param grabbed True to enable, false to disable
///
////////////////////////////////////////////////////////////
void setMouseCursorGrabbed(bool grabbed);
////////////////////////////////////////////////////////////
/// \brief Set the displayed cursor to a native system cursor
///
/// Upon window creation, the arrow cursor is used by default.
///
/// \warning The cursor must not be destroyed while in use by
/// the window.
///
/// \warning Features related to Cursor are not supported on
/// iOS and Android.
///
/// \param cursor Native system cursor type to display
///
/// \see sf::Cursor::loadFromSystem
/// \see sf::Cursor::loadFromPixels
///
////////////////////////////////////////////////////////////
void setMouseCursor(const Cursor& cursor);
////////////////////////////////////////////////////////////
/// \brief Enable or disable automatic key-repeat
///
/// If key repeat is enabled, you will receive repeated
/// KeyPressed events while keeping a key pressed. If it is disabled,
/// you will only get a single event when the key is pressed.
///
/// Key repeat is enabled by default.
///
/// \param enabled True to enable, false to disable
///
////////////////////////////////////////////////////////////
void setKeyRepeatEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Limit the framerate to a maximum fixed frequency
///
@ -412,19 +223,6 @@ public:
////////////////////////////////////////////////////////////
void setFramerateLimit(unsigned int limit);
////////////////////////////////////////////////////////////
/// \brief Change the joystick threshold
///
/// The joystick threshold is the value below which
/// no JoystickMoved event will be generated.
///
/// The threshold value is 0.1 by default.
///
/// \param threshold New threshold, in the range [0, 100]
///
////////////////////////////////////////////////////////////
void setJoystickThreshold(float threshold);
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the window as the current target
/// for OpenGL rendering
@ -443,35 +241,6 @@ public:
////////////////////////////////////////////////////////////
bool setActive(bool active = true) const;
////////////////////////////////////////////////////////////
/// \brief Request the current window to be made the active
/// foreground window
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or mouse events.
/// If a window requests focus, it only hints to the operating
/// system, that it would like to be focused. The operating system
/// is free to deny the request.
/// This is not to be confused with setActive().
///
/// \see hasFocus
///
////////////////////////////////////////////////////////////
void requestFocus();
////////////////////////////////////////////////////////////
/// \brief Check whether the window has the input focus
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or most mouse
/// events.
///
/// \return True if window has focus, false otherwise
/// \see requestFocus
///
////////////////////////////////////////////////////////////
bool hasFocus() const;
////////////////////////////////////////////////////////////
/// \brief Display on screen what has been rendered to the window so far
///
@ -482,41 +251,6 @@ public:
////////////////////////////////////////////////////////////
void display();
////////////////////////////////////////////////////////////
/// \brief Get the OS-specific handle of the window
///
/// The type of the returned handle is sf::WindowHandle,
/// which is a typedef to the handle type defined by the OS.
/// You shouldn't need to use this function, unless you have
/// very specific stuff to implement that SFML doesn't support,
/// or implement a temporary workaround until a bug is fixed.
///
/// \return System handle of the window
///
////////////////////////////////////////////////////////////
WindowHandle getSystemHandle() const;
protected:
////////////////////////////////////////////////////////////
/// \brief Function called after the window has been created
///
/// This function is called so that derived classes can
/// perform their own specific initialization as soon as
/// the window is created.
///
////////////////////////////////////////////////////////////
virtual void onCreate();
////////////////////////////////////////////////////////////
/// \brief Function called after the window has been resized
///
/// This function is called so that derived classes can
/// perform custom actions when the size of the window changes.
///
////////////////////////////////////////////////////////////
virtual void onResize();
private:
////////////////////////////////////////////////////////////
@ -542,11 +276,9 @@ private:
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::WindowImpl* m_impl; ///< Platform-specific implementation of the window
priv::GlContext* m_context; ///< Platform-specific implementation of the OpenGL context
Clock m_clock; ///< Clock for measuring the elapsed time between frames
Time m_frameTimeLimit; ///< Current framerate limit
Vector2u m_size; ///< Current size of the window
};
} // namespace sf

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@ -0,0 +1,505 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_WINDOWBASE_HPP
#define SFML_WINDOWBASE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Cursor.hpp>
#include <SFML/Window/Export.hpp>
#include <SFML/Window/VideoMode.hpp>
#include <SFML/Window/WindowHandle.hpp>
#include <SFML/Window/WindowStyle.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/System/NonCopyable.hpp>
#include <SFML/System/String.hpp>
#include <SFML/System/Vector2.hpp>
namespace sf
{
namespace priv
{
class WindowImpl;
}
class Event;
////////////////////////////////////////////////////////////
/// \brief Window that serves as a base for other windows
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API WindowBase : NonCopyable
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor doesn't actually create the window,
/// use the other constructors or call create() to do so.
///
////////////////////////////////////////////////////////////
WindowBase();
////////////////////////////////////////////////////////////
/// \brief Construct a new window
///
/// This constructor creates the window with the size and pixel
/// depth defined in \a mode. An optional style can be passed to
/// customize the look and behavior of the window (borders,
/// title bar, resizable, closable, ...). If \a style contains
/// Style::Fullscreen, then \a mode must be a valid video mode.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
///
////////////////////////////////////////////////////////////
WindowBase(VideoMode mode, const String& title, Uint32 style = Style::Default);
////////////////////////////////////////////////////////////
/// \brief Construct the window from an existing control
///
/// \param handle Platform-specific handle of the control
///
////////////////////////////////////////////////////////////
explicit WindowBase(WindowHandle handle);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// Closes the window and frees all the resources attached to it.
///
////////////////////////////////////////////////////////////
virtual ~WindowBase();
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window
///
/// If the window was already created, it closes it first.
/// If \a style contains Style::Fullscreen, then \a mode
/// must be a valid video mode.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param style %Window style, a bitwise OR combination of sf::Style enumerators
///
////////////////////////////////////////////////////////////
virtual void create(VideoMode mode, const String& title, Uint32 style = Style::Default);
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window from an existing control
///
/// \param handle Platform-specific handle of the control
///
////////////////////////////////////////////////////////////
virtual void create(WindowHandle handle);
////////////////////////////////////////////////////////////
/// \brief Close the window and destroy all the attached resources
///
/// After calling this function, the sf::Window instance remains
/// valid and you can call create() to recreate the window.
/// All other functions such as pollEvent() or display() will
/// still work (i.e. you don't have to test isOpen() every time),
/// and will have no effect on closed windows.
///
////////////////////////////////////////////////////////////
virtual void close();
////////////////////////////////////////////////////////////
/// \brief Tell whether or not the window is open
///
/// This function returns whether or not the window exists.
/// Note that a hidden window (setVisible(false)) is open
/// (therefore this function would return true).
///
/// \return True if the window is open, false if it has been closed
///
////////////////////////////////////////////////////////////
bool isOpen() const;
////////////////////////////////////////////////////////////
/// \brief Pop the event on top of the event queue, if any, and return it
///
/// This function is not blocking: if there's no pending event then
/// it will return false and leave \a event unmodified.
/// Note that more than one event may be present in the event queue,
/// thus you should always call this function in a loop
/// to make sure that you process every pending event.
/// \code
/// sf::Event event;
/// while (window.pollEvent(event))
/// {
/// // process event...
/// }
/// \endcode
///
/// \param event Event to be returned
///
/// \return True if an event was returned, or false if the event queue was empty
///
/// \see waitEvent
///
////////////////////////////////////////////////////////////
bool pollEvent(Event& event);
////////////////////////////////////////////////////////////
/// \brief Wait for an event and return it
///
/// This function is blocking: if there's no pending event then
/// it will wait until an event is received.
/// After this function returns (and no error occurred),
/// the \a event object is always valid and filled properly.
/// This function is typically used when you have a thread that
/// is dedicated to events handling: you want to make this thread
/// sleep as long as no new event is received.
/// \code
/// sf::Event event;
/// if (window.waitEvent(event))
/// {
/// // process event...
/// }
/// \endcode
///
/// \param event Event to be returned
///
/// \return False if any error occurred
///
/// \see pollEvent
///
////////////////////////////////////////////////////////////
bool waitEvent(Event& event);
////////////////////////////////////////////////////////////
/// \brief Get the position of the window
///
/// \return Position of the window, in pixels
///
/// \see setPosition
///
////////////////////////////////////////////////////////////
Vector2i getPosition() const;
////////////////////////////////////////////////////////////
/// \brief Change the position of the window on screen
///
/// This function only works for top-level windows
/// (i.e. it will be ignored for windows created from
/// the handle of a child window/control).
///
/// \param position New position, in pixels
///
/// \see getPosition
///
////////////////////////////////////////////////////////////
void setPosition(const Vector2i& position);
////////////////////////////////////////////////////////////
/// \brief Get the size of the rendering region of the window
///
/// The size doesn't include the titlebar and borders
/// of the window.
///
/// \return Size in pixels
///
/// \see setSize
///
////////////////////////////////////////////////////////////
Vector2u getSize() const;
////////////////////////////////////////////////////////////
/// \brief Change the size of the rendering region of the window
///
/// \param size New size, in pixels
///
/// \see getSize
///
////////////////////////////////////////////////////////////
void setSize(const Vector2u& size);
////////////////////////////////////////////////////////////
/// \brief Change the title of the window
///
/// \param title New title
///
/// \see setIcon
///
////////////////////////////////////////////////////////////
void setTitle(const String& title);
////////////////////////////////////////////////////////////
/// \brief Change the window's icon
///
/// \a pixels must be an array of \a width x \a height pixels
/// in 32-bits RGBA format.
///
/// The OS default icon is used by default.
///
/// \param width Icon's width, in pixels
/// \param height Icon's height, in pixels
/// \param pixels Pointer to the array of pixels in memory. The
/// pixels are copied, so you need not keep the
/// source alive after calling this function.
///
/// \see setTitle
///
////////////////////////////////////////////////////////////
void setIcon(unsigned int width, unsigned int height, const Uint8* pixels);
////////////////////////////////////////////////////////////
/// \brief Show or hide the window
///
/// The window is shown by default.
///
/// \param visible True to show the window, false to hide it
///
////////////////////////////////////////////////////////////
void setVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Show or hide the mouse cursor
///
/// The mouse cursor is visible by default.
///
/// \param visible True to show the mouse cursor, false to hide it
///
////////////////////////////////////////////////////////////
void setMouseCursorVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Grab or release the mouse cursor
///
/// If set, grabs the mouse cursor inside this window's client
/// area so it may no longer be moved outside its bounds.
/// Note that grabbing is only active while the window has
/// focus.
///
/// \param grabbed True to enable, false to disable
///
////////////////////////////////////////////////////////////
void setMouseCursorGrabbed(bool grabbed);
////////////////////////////////////////////////////////////
/// \brief Set the displayed cursor to a native system cursor
///
/// Upon window creation, the arrow cursor is used by default.
///
/// \warning The cursor must not be destroyed while in use by
/// the window.
///
/// \warning Features related to Cursor are not supported on
/// iOS and Android.
///
/// \param cursor Native system cursor type to display
///
/// \see sf::Cursor::loadFromSystem
/// \see sf::Cursor::loadFromPixels
///
////////////////////////////////////////////////////////////
void setMouseCursor(const Cursor& cursor);
////////////////////////////////////////////////////////////
/// \brief Enable or disable automatic key-repeat
///
/// If key repeat is enabled, you will receive repeated
/// KeyPressed events while keeping a key pressed. If it is disabled,
/// you will only get a single event when the key is pressed.
///
/// Key repeat is enabled by default.
///
/// \param enabled True to enable, false to disable
///
////////////////////////////////////////////////////////////
void setKeyRepeatEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Change the joystick threshold
///
/// The joystick threshold is the value below which
/// no JoystickMoved event will be generated.
///
/// The threshold value is 0.1 by default.
///
/// \param threshold New threshold, in the range [0, 100]
///
////////////////////////////////////////////////////////////
void setJoystickThreshold(float threshold);
////////////////////////////////////////////////////////////
/// \brief Request the current window to be made the active
/// foreground window
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or mouse events.
/// If a window requests focus, it only hints to the operating
/// system, that it would like to be focused. The operating system
/// is free to deny the request.
/// This is not to be confused with setActive().
///
/// \see hasFocus
///
////////////////////////////////////////////////////////////
void requestFocus();
////////////////////////////////////////////////////////////
/// \brief Check whether the window has the input focus
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or most mouse
/// events.
///
/// \return True if window has focus, false otherwise
/// \see requestFocus
///
////////////////////////////////////////////////////////////
bool hasFocus() const;
////////////////////////////////////////////////////////////
/// \brief Get the OS-specific handle of the window
///
/// The type of the returned handle is sf::WindowHandle,
/// which is a typedef to the handle type defined by the OS.
/// You shouldn't need to use this function, unless you have
/// very specific stuff to implement that SFML doesn't support,
/// or implement a temporary workaround until a bug is fixed.
///
/// \return System handle of the window
///
////////////////////////////////////////////////////////////
WindowHandle getSystemHandle() const;
protected:
////////////////////////////////////////////////////////////
/// \brief Function called after the window has been created
///
/// This function is called so that derived classes can
/// perform their own specific initialization as soon as
/// the window is created.
///
////////////////////////////////////////////////////////////
virtual void onCreate();
////////////////////////////////////////////////////////////
/// \brief Function called after the window has been resized
///
/// This function is called so that derived classes can
/// perform custom actions when the size of the window changes.
///
////////////////////////////////////////////////////////////
virtual void onResize();
private:
friend class Window;
////////////////////////////////////////////////////////////
/// \brief Processes an event before it is sent to the user
///
/// This function is called every time an event is received
/// from the internal window (through pollEvent or waitEvent).
/// It filters out unwanted events, and performs whatever internal
/// stuff the window needs before the event is returned to the
/// user.
///
/// \param event Event to filter
///
////////////////////////////////////////////////////////////
bool filterEvent(const Event& event);
////////////////////////////////////////////////////////////
/// \brief Perform some common internal initializations
///
////////////////////////////////////////////////////////////
void initialize();
////////////////////////////////////////////////////////////
/// \brief Get the fullscreen window
///
/// \return The fullscreen window or NULL if there is none
///
////////////////////////////////////////////////////////////
const WindowBase* getFullscreenWindow();
////////////////////////////////////////////////////////////
/// \brief Set a window as the fullscreen window
///
/// \param window Window to set as fullscreen window
///
////////////////////////////////////////////////////////////
void setFullscreenWindow(const WindowBase* window);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
priv::WindowImpl* m_impl; ///< Platform-specific implementation of the window
Vector2u m_size; ///< Current size of the window
};
} // namespace sf
#endif // SFML_WINDOWBASE_HPP
////////////////////////////////////////////////////////////
/// \class sf::WindowBase
/// \ingroup window
///
/// sf::WindowBase serves as the base class for all Windows.
///
/// A sf::WindowBase can create its own new window, or be embedded into
/// an already existing control using the create(handle) function.
///
/// The sf::WindowBase class provides a simple interface for manipulating
/// the window: move, resize, show/hide, control mouse cursor, etc.
/// It also provides event handling through its pollEvent() and waitEvent()
/// functions.
///
/// Usage example:
/// \code
/// // Declare and create a new window
/// sf::WindowBase window(sf::VideoMode(800, 600), "SFML window");
///
/// // The main loop - ends as soon as the window is closed
/// while (window.isOpen())
/// {
/// // Event processing
/// sf::Event event;
/// while (window.pollEvent(event))
/// {
/// // Request for closing the window
/// if (event.type == sf::Event::Closed)
/// window.close();
/// }
///
/// // Do things with the window here...
/// }
/// \endcode
///
////////////////////////////////////////////////////////////

View File

@ -46,7 +46,7 @@ RenderWindow::RenderWindow(VideoMode mode, const String& title, Uint32 style, co
m_defaultFrameBuffer(0)
{
// Don't call the base class constructor because it contains virtual function calls
create(mode, title, style, settings);
Window::create(mode, title, style, settings);
}
@ -55,7 +55,7 @@ RenderWindow::RenderWindow(WindowHandle handle, const ContextSettings& settings)
m_defaultFrameBuffer(0)
{
// Don't call the base class constructor because it contains virtual function calls
create(handle, settings);
Window::create(handle, settings);
}

View File

@ -158,7 +158,7 @@ Vector2i InputImpl::getMousePosition()
////////////////////////////////////////////////////////////
Vector2i InputImpl::getMousePosition(const Window& relativeTo)
Vector2i InputImpl::getMousePosition(const WindowBase& relativeTo)
{
return getMousePosition();
}
@ -172,7 +172,7 @@ void InputImpl::setMousePosition(const Vector2i& position)
////////////////////////////////////////////////////////////
void InputImpl::setMousePosition(const Vector2i& position, const Window& relativeTo)
void InputImpl::setMousePosition(const Vector2i& position, const WindowBase& relativeTo)
{
setMousePosition(position);
}
@ -203,7 +203,7 @@ Vector2i InputImpl::getTouchPosition(unsigned int finger)
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int finger, const Window& relativeTo)
Vector2i InputImpl::getTouchPosition(unsigned int finger, const WindowBase& relativeTo)
{
return getTouchPosition(finger);
}

View File

@ -95,7 +95,7 @@ public:
/// \return Current position of the mouse
///
////////////////////////////////////////////////////////////
static Vector2i getMousePosition(const Window& relativeTo);
static Vector2i getMousePosition(const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Set the current position of the mouse in desktop coordinates
@ -120,7 +120,7 @@ public:
/// \param relativeTo Reference window
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
static void setMousePosition(const Vector2i& position, const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
@ -157,7 +157,7 @@ public:
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
static Vector2i getTouchPosition(unsigned int finger, const WindowBase& relativeTo);
};
} // namespace priv

View File

@ -41,6 +41,8 @@ set(SRC
${SRCROOT}/VideoModeImpl.hpp
${SRCROOT}/Window.cpp
${INCROOT}/Window.hpp
${SRCROOT}/WindowBase.cpp
${INCROOT}/WindowBase.hpp
${INCROOT}/WindowHandle.hpp
${SRCROOT}/WindowImpl.cpp
${SRCROOT}/WindowImpl.hpp

View File

@ -47,7 +47,7 @@ Vector2i Mouse::getPosition()
////////////////////////////////////////////////////////////
Vector2i Mouse::getPosition(const Window& relativeTo)
Vector2i Mouse::getPosition(const WindowBase& relativeTo)
{
return priv::InputImpl::getMousePosition(relativeTo);
}
@ -61,7 +61,7 @@ void Mouse::setPosition(const Vector2i& position)
////////////////////////////////////////////////////////////
void Mouse::setPosition(const Vector2i& position, const Window& relativeTo)
void Mouse::setPosition(const Vector2i& position, const WindowBase& relativeTo)
{
priv::InputImpl::setMousePosition(position, relativeTo);
}

View File

@ -96,7 +96,7 @@ public:
/// \return Current position of the mouse
///
////////////////////////////////////////////////////////////
static Vector2i getMousePosition(const Window& relativeTo);
static Vector2i getMousePosition(const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Set the current position of the mouse in desktop coordinates
@ -121,7 +121,7 @@ public:
/// \param relativeTo Reference window
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
static void setMousePosition(const Vector2i& position, const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
@ -158,7 +158,7 @@ public:
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
static Vector2i getTouchPosition(unsigned int finger, const WindowBase& relativeTo);
};
} // namespace priv

View File

@ -55,7 +55,7 @@ namespace priv
/// \return nil if something went wrong or a SFOpenGLView*.
///
////////////////////////////////////////////////////////////
SFOpenGLView* getSFOpenGLViewFromSFMLWindow(const Window& window)
SFOpenGLView* getSFOpenGLViewFromSFMLWindow(const WindowBase& window)
{
id nsHandle = (id)window.getSystemHandle();
@ -158,7 +158,7 @@ Vector2i InputImpl::getMousePosition()
////////////////////////////////////////////////////////////
Vector2i InputImpl::getMousePosition(const Window& relativeTo)
Vector2i InputImpl::getMousePosition(const WindowBase& relativeTo)
{
SFOpenGLView* view = getSFOpenGLViewFromSFMLWindow(relativeTo);
@ -193,7 +193,7 @@ void InputImpl::setMousePosition(const Vector2i& position)
////////////////////////////////////////////////////////////
void InputImpl::setMousePosition(const Vector2i& position, const Window& relativeTo)
void InputImpl::setMousePosition(const Vector2i& position, const WindowBase& relativeTo)
{
SFOpenGLView* view = getSFOpenGLViewFromSFMLWindow(relativeTo);
@ -226,7 +226,7 @@ Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/)
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const Window& /*relativeTo*/)
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const WindowBase& /*relativeTo*/)
{
// Not applicable
return Vector2i();

View File

@ -46,7 +46,7 @@ Vector2i Touch::getPosition(unsigned int finger)
////////////////////////////////////////////////////////////
Vector2i Touch::getPosition(unsigned int finger, const Window& relativeTo)
Vector2i Touch::getPosition(unsigned int finger, const WindowBase& relativeTo)
{
return priv::InputImpl::getTouchPosition(finger, relativeTo);
}

View File

@ -240,7 +240,7 @@ Vector2i InputImpl::getMousePosition()
////////////////////////////////////////////////////////////
Vector2i InputImpl::getMousePosition(const Window& relativeTo)
Vector2i InputImpl::getMousePosition(const WindowBase& relativeTo)
{
WindowHandle handle = relativeTo.getSystemHandle();
if (handle)
@ -284,7 +284,7 @@ void InputImpl::setMousePosition(const Vector2i& position)
////////////////////////////////////////////////////////////
void InputImpl::setMousePosition(const Vector2i& position, const Window& relativeTo)
void InputImpl::setMousePosition(const Vector2i& position, const WindowBase& relativeTo)
{
// Open a connection with the X server
Display* display = OpenDisplay();
@ -318,7 +318,7 @@ Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/)
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const Window& /*relativeTo*/)
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const WindowBase& /*relativeTo*/)
{
// Not applicable
return Vector2i();

View File

@ -95,7 +95,7 @@ public:
/// \return Current position of the mouse
///
////////////////////////////////////////////////////////////
static Vector2i getMousePosition(const Window& relativeTo);
static Vector2i getMousePosition(const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Set the current position of the mouse in desktop coordinates
@ -120,7 +120,7 @@ public:
/// \param relativeTo Reference window
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
static void setMousePosition(const Vector2i& position, const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
@ -157,7 +157,7 @@ public:
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
static Vector2i getTouchPosition(unsigned int finger, const WindowBase& relativeTo);
};
} // namespace priv

View File

@ -572,12 +572,28 @@ m_lastInputTime (0)
int width = mode.width;
int height = mode.height;
Visual* visual = NULL;
int depth = 0;
// Check if the user chose to not create an OpenGL context (settings.attributeFlags will be 0xFFFFFFFF)
if (settings.attributeFlags == 0xFFFFFFFF)
{
// Choose default visual since the user is going to use their own rendering API
visual = DefaultVisual(m_display, m_screen);
depth = DefaultDepth(m_display, m_screen);
}
else
{
// Choose the visual according to the context settings
XVisualInfo visualInfo = ContextType::selectBestVisual(m_display, mode.bitsPerPixel, settings);
visual = visualInfo.visual;
depth = visualInfo.depth;
}
// Define the window attributes
XSetWindowAttributes attributes;
attributes.colormap = XCreateColormap(m_display, DefaultRootWindow(m_display), visualInfo.visual, AllocNone);
attributes.colormap = XCreateColormap(m_display, DefaultRootWindow(m_display), visual, AllocNone);
attributes.event_mask = eventMask;
attributes.override_redirect = (m_fullscreen && !ewmhSupported()) ? True : False;
@ -586,9 +602,9 @@ m_lastInputTime (0)
windowPosition.x, windowPosition.y,
width, height,
0,
visualInfo.depth,
depth,
InputOutput,
visualInfo.visual,
visual,
CWEventMask | CWOverrideRedirect | CWColormap,
&attributes);

View File

@ -191,7 +191,7 @@ Vector2i InputImpl::getMousePosition()
////////////////////////////////////////////////////////////
Vector2i InputImpl::getMousePosition(const Window& relativeTo)
Vector2i InputImpl::getMousePosition(const WindowBase& relativeTo)
{
WindowHandle handle = relativeTo.getSystemHandle();
if (handle)
@ -216,7 +216,7 @@ void InputImpl::setMousePosition(const Vector2i& position)
////////////////////////////////////////////////////////////
void InputImpl::setMousePosition(const Vector2i& position, const Window& relativeTo)
void InputImpl::setMousePosition(const Vector2i& position, const WindowBase& relativeTo)
{
WindowHandle handle = relativeTo.getSystemHandle();
if (handle)
@ -245,7 +245,7 @@ Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/)
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const Window& /*relativeTo*/)
Vector2i InputImpl::getTouchPosition(unsigned int /*finger*/, const WindowBase& /*relativeTo*/)
{
// Not applicable
return Vector2i();

View File

@ -95,7 +95,7 @@ public:
/// \return Current position of the mouse
///
////////////////////////////////////////////////////////////
static Vector2i getMousePosition(const Window& relativeTo);
static Vector2i getMousePosition(const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Set the current position of the mouse in desktop coordinates
@ -120,7 +120,7 @@ public:
/// \param relativeTo Reference window
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
static void setMousePosition(const Vector2i& position, const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
@ -157,7 +157,7 @@ public:
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
static Vector2i getTouchPosition(unsigned int finger, const WindowBase& relativeTo);
};
} // namespace priv

View File

@ -32,20 +32,12 @@
#include <SFML/System/Err.hpp>
namespace
{
const sf::Window* fullscreenWindow = NULL;
}
namespace sf
{
////////////////////////////////////////////////////////////
Window::Window() :
m_impl (NULL),
m_context (NULL),
m_frameTimeLimit(Time::Zero),
m_size (0, 0)
m_frameTimeLimit(Time::Zero)
{
}
@ -53,23 +45,19 @@ m_size (0, 0)
////////////////////////////////////////////////////////////
Window::Window(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings) :
m_impl (NULL),
m_context (NULL),
m_frameTimeLimit(Time::Zero),
m_size (0, 0)
m_frameTimeLimit(Time::Zero)
{
create(mode, title, style, settings);
Window::create(mode, title, style, settings);
}
////////////////////////////////////////////////////////////
Window::Window(WindowHandle handle, const ContextSettings& settings) :
m_impl (NULL),
m_context (NULL),
m_frameTimeLimit(Time::Zero),
m_size (0, 0)
m_frameTimeLimit(Time::Zero)
{
create(handle, settings);
Window::create(handle, settings);
}
@ -80,6 +68,13 @@ Window::~Window()
}
////////////////////////////////////////////////////////////
void Window::create(VideoMode mode, const String& title, Uint32 style)
{
Window::create(mode, title, style, ContextSettings());
}
////////////////////////////////////////////////////////////
void Window::create(VideoMode mode, const String& title, Uint32 style, const ContextSettings& settings)
{
@ -90,7 +85,7 @@ void Window::create(VideoMode mode, const String& title, Uint32 style, const Con
if (style & Style::Fullscreen)
{
// Make sure there's not already a fullscreen window (only one is allowed)
if (fullscreenWindow)
if (getFullscreenWindow())
{
err() << "Creating two fullscreen windows is not allowed, switching to windowed mode" << std::endl;
style &= ~Style::Fullscreen;
@ -105,7 +100,7 @@ void Window::create(VideoMode mode, const String& title, Uint32 style, const Con
}
// Update the fullscreen window
fullscreenWindow = this;
setFullscreenWindow(this);
}
}
@ -131,6 +126,13 @@ void Window::create(VideoMode mode, const String& title, Uint32 style, const Con
}
////////////////////////////////////////////////////////////
void Window::create(WindowHandle handle)
{
Window::create(handle, ContextSettings());
}
////////////////////////////////////////////////////////////
void Window::create(WindowHandle handle, const ContextSettings& settings)
{
@ -138,7 +140,7 @@ void Window::create(WindowHandle handle, const ContextSettings& settings)
close();
// Recreate the window implementation
m_impl = priv::WindowImpl::create(handle);
WindowBase::create(handle);
// Recreate the context
m_context = priv::GlContext::create(settings, m_impl, VideoMode::getDesktopMode().bitsPerPixel);
@ -155,20 +157,8 @@ void Window::close()
delete m_context;
m_context = NULL;
// Delete the window implementation
delete m_impl;
m_impl = NULL;
// Update the fullscreen window
if (this == fullscreenWindow)
fullscreenWindow = NULL;
}
////////////////////////////////////////////////////////////
bool Window::isOpen() const
{
return m_impl != NULL;
// Close the base window
WindowBase::close();
}
@ -181,97 +171,6 @@ const ContextSettings& Window::getSettings() const
}
////////////////////////////////////////////////////////////
bool Window::pollEvent(Event& event)
{
if (m_impl && m_impl->popEvent(event, false))
{
return filterEvent(event);
}
else
{
return false;
}
}
////////////////////////////////////////////////////////////
bool Window::waitEvent(Event& event)
{
if (m_impl && m_impl->popEvent(event, true))
{
return filterEvent(event);
}
else
{
return false;
}
}
////////////////////////////////////////////////////////////
Vector2i Window::getPosition() const
{
return m_impl ? m_impl->getPosition() : Vector2i();
}
////////////////////////////////////////////////////////////
void Window::setPosition(const Vector2i& position)
{
if (m_impl)
m_impl->setPosition(position);
}
////////////////////////////////////////////////////////////
Vector2u Window::getSize() const
{
return m_size;
}
////////////////////////////////////////////////////////////
void Window::setSize(const Vector2u& size)
{
if (m_impl)
{
m_impl->setSize(size);
// Cache the new size
m_size.x = size.x;
m_size.y = size.y;
// Notify the derived class
onResize();
}
}
////////////////////////////////////////////////////////////
void Window::setTitle(const String& title)
{
if (m_impl)
m_impl->setTitle(title);
}
////////////////////////////////////////////////////////////
void Window::setIcon(unsigned int width, unsigned int height, const Uint8* pixels)
{
if (m_impl)
m_impl->setIcon(width, height, pixels);
}
////////////////////////////////////////////////////////////
void Window::setVisible(bool visible)
{
if (m_impl)
m_impl->setVisible(visible);
}
////////////////////////////////////////////////////////////
void Window::setVerticalSyncEnabled(bool enabled)
{
@ -280,38 +179,6 @@ void Window::setVerticalSyncEnabled(bool enabled)
}
////////////////////////////////////////////////////////////
void Window::setMouseCursorVisible(bool visible)
{
if (m_impl)
m_impl->setMouseCursorVisible(visible);
}
////////////////////////////////////////////////////////////
void Window::setMouseCursorGrabbed(bool grabbed)
{
if (m_impl)
m_impl->setMouseCursorGrabbed(grabbed);
}
////////////////////////////////////////////////////////////
void Window::setMouseCursor(const Cursor& cursor)
{
if (m_impl)
m_impl->setMouseCursor(cursor.getImpl());
}
////////////////////////////////////////////////////////////
void Window::setKeyRepeatEnabled(bool enabled)
{
if (m_impl)
m_impl->setKeyRepeatEnabled(enabled);
}
////////////////////////////////////////////////////////////
void Window::setFramerateLimit(unsigned int limit)
{
@ -322,14 +189,6 @@ void Window::setFramerateLimit(unsigned int limit)
}
////////////////////////////////////////////////////////////
void Window::setJoystickThreshold(float threshold)
{
if (m_impl)
m_impl->setJoystickThreshold(threshold);
}
////////////////////////////////////////////////////////////
bool Window::setActive(bool active) const
{
@ -353,22 +212,6 @@ bool Window::setActive(bool active) const
////////////////////////////////////////////////////////////
void Window::requestFocus()
{
if (m_impl)
m_impl->requestFocus();
}
////////////////////////////////////////////////////////////
bool Window::hasFocus() const
{
return m_impl && m_impl->hasFocus();
}
////////////////////////////////////////////////////////////
void Window::display()
{
// Display the backbuffer on screen
@ -384,66 +227,20 @@ void Window::display()
}
////////////////////////////////////////////////////////////
WindowHandle Window::getSystemHandle() const
{
return m_impl ? m_impl->getSystemHandle() : 0;
}
////////////////////////////////////////////////////////////
void Window::onCreate()
{
// Nothing by default
}
////////////////////////////////////////////////////////////
void Window::onResize()
{
// Nothing by default
}
////////////////////////////////////////////////////////////
bool Window::filterEvent(const Event& event)
{
// Notify resize events to the derived class
if (event.type == Event::Resized)
{
// Cache the new size
m_size.x = event.size.width;
m_size.y = event.size.height;
// Notify the derived class
onResize();
}
return true;
}
////////////////////////////////////////////////////////////
void Window::initialize()
{
// Setup default behaviors (to get a consistent behavior across different implementations)
setVisible(true);
setMouseCursorVisible(true);
setVerticalSyncEnabled(false);
setKeyRepeatEnabled(true);
setFramerateLimit(0);
// Get and cache the initial size of the window
m_size = m_impl->getSize();
// Reset frame time
m_clock.restart();
// Activate the window
setActive();
// Notify the derived class
onCreate();
WindowBase::initialize();
}
} // namespace sf

View File

@ -0,0 +1,372 @@
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/WindowBase.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/Window/WindowImpl.hpp>
#include <SFML/System/Err.hpp>
namespace
{
const sf::WindowBase* fullscreenWindow = NULL;
}
namespace sf
{
////////////////////////////////////////////////////////////
WindowBase::WindowBase() :
m_impl (NULL),
m_size (0, 0)
{
}
////////////////////////////////////////////////////////////
WindowBase::WindowBase(VideoMode mode, const String& title, Uint32 style) :
m_impl (NULL),
m_size (0, 0)
{
WindowBase::create(mode, title, style);
}
////////////////////////////////////////////////////////////
WindowBase::WindowBase(WindowHandle handle) :
m_impl (NULL),
m_size (0, 0)
{
WindowBase::create(handle);
}
////////////////////////////////////////////////////////////
WindowBase::~WindowBase()
{
close();
}
////////////////////////////////////////////////////////////
void WindowBase::create(VideoMode mode, const String& title, Uint32 style)
{
// Destroy the previous window implementation
close();
// Fullscreen style requires some tests
if (style & Style::Fullscreen)
{
// Make sure there's not already a fullscreen window (only one is allowed)
if (getFullscreenWindow())
{
err() << "Creating two fullscreen windows is not allowed, switching to windowed mode" << std::endl;
style &= ~Style::Fullscreen;
}
else
{
// Make sure that the chosen video mode is compatible
if (!mode.isValid())
{
err() << "The requested video mode is not available, switching to a valid mode" << std::endl;
mode = VideoMode::getFullscreenModes()[0];
}
// Update the fullscreen window
setFullscreenWindow(this);
}
}
// Check validity of style according to the underlying platform
#if defined(SFML_SYSTEM_IOS) || defined(SFML_SYSTEM_ANDROID)
if (style & Style::Fullscreen)
style &= ~Style::Titlebar;
else
style |= Style::Titlebar;
#else
if ((style & Style::Close) || (style & Style::Resize))
style |= Style::Titlebar;
#endif
// Recreate the window implementation
m_impl = priv::WindowImpl::create(mode, title, style, ContextSettings(0, 0, 0, 0, 0, 0xFFFFFFFF, false));
// Perform common initializations
initialize();
}
////////////////////////////////////////////////////////////
void WindowBase::create(WindowHandle handle)
{
// Destroy the previous window implementation
close();
// Recreate the window implementation
m_impl = priv::WindowImpl::create(handle);
// Perform common initializations
initialize();
}
////////////////////////////////////////////////////////////
void WindowBase::close()
{
// Delete the window implementation
delete m_impl;
m_impl = NULL;
// Update the fullscreen window
if (this == getFullscreenWindow())
setFullscreenWindow(NULL);
}
////////////////////////////////////////////////////////////
bool WindowBase::isOpen() const
{
return m_impl != NULL;
}
////////////////////////////////////////////////////////////
bool WindowBase::pollEvent(Event& event)
{
if (m_impl && m_impl->popEvent(event, false))
{
return filterEvent(event);
}
else
{
return false;
}
}
////////////////////////////////////////////////////////////
bool WindowBase::waitEvent(Event& event)
{
if (m_impl && m_impl->popEvent(event, true))
{
return filterEvent(event);
}
else
{
return false;
}
}
////////////////////////////////////////////////////////////
Vector2i WindowBase::getPosition() const
{
return m_impl ? m_impl->getPosition() : Vector2i();
}
////////////////////////////////////////////////////////////
void WindowBase::setPosition(const Vector2i& position)
{
if (m_impl)
m_impl->setPosition(position);
}
////////////////////////////////////////////////////////////
Vector2u WindowBase::getSize() const
{
return m_size;
}
////////////////////////////////////////////////////////////
void WindowBase::setSize(const Vector2u& size)
{
if (m_impl)
{
m_impl->setSize(size);
// Cache the new size
m_size.x = size.x;
m_size.y = size.y;
// Notify the derived class
onResize();
}
}
////////////////////////////////////////////////////////////
void WindowBase::setTitle(const String& title)
{
if (m_impl)
m_impl->setTitle(title);
}
////////////////////////////////////////////////////////////
void WindowBase::setIcon(unsigned int width, unsigned int height, const Uint8* pixels)
{
if (m_impl)
m_impl->setIcon(width, height, pixels);
}
////////////////////////////////////////////////////////////
void WindowBase::setVisible(bool visible)
{
if (m_impl)
m_impl->setVisible(visible);
}
////////////////////////////////////////////////////////////
void WindowBase::setMouseCursorVisible(bool visible)
{
if (m_impl)
m_impl->setMouseCursorVisible(visible);
}
////////////////////////////////////////////////////////////
void WindowBase::setMouseCursorGrabbed(bool grabbed)
{
if (m_impl)
m_impl->setMouseCursorGrabbed(grabbed);
}
////////////////////////////////////////////////////////////
void WindowBase::setMouseCursor(const Cursor& cursor)
{
if (m_impl)
m_impl->setMouseCursor(cursor.getImpl());
}
////////////////////////////////////////////////////////////
void WindowBase::setKeyRepeatEnabled(bool enabled)
{
if (m_impl)
m_impl->setKeyRepeatEnabled(enabled);
}
////////////////////////////////////////////////////////////
void WindowBase::setJoystickThreshold(float threshold)
{
if (m_impl)
m_impl->setJoystickThreshold(threshold);
}
////////////////////////////////////////////////////////////
void WindowBase::requestFocus()
{
if (m_impl)
m_impl->requestFocus();
}
////////////////////////////////////////////////////////////
bool WindowBase::hasFocus() const
{
return m_impl && m_impl->hasFocus();
}
////////////////////////////////////////////////////////////
WindowHandle WindowBase::getSystemHandle() const
{
return m_impl ? m_impl->getSystemHandle() : 0;
}
////////////////////////////////////////////////////////////
void WindowBase::onCreate()
{
// Nothing by default
}
////////////////////////////////////////////////////////////
void WindowBase::onResize()
{
// Nothing by default
}
////////////////////////////////////////////////////////////
bool WindowBase::filterEvent(const Event& event)
{
// Notify resize events to the derived class
if (event.type == Event::Resized)
{
// Cache the new size
m_size.x = event.size.width;
m_size.y = event.size.height;
// Notify the derived class
onResize();
}
return true;
}
////////////////////////////////////////////////////////////
void WindowBase::initialize()
{
// Setup default behaviors (to get a consistent behavior across different implementations)
setVisible(true);
setMouseCursorVisible(true);
setKeyRepeatEnabled(true);
// Get and cache the initial size of the window
m_size = m_impl->getSize();
// Notify the derived class
onCreate();
}
////////////////////////////////////////////////////////////
const WindowBase* WindowBase::getFullscreenWindow()
{
return fullscreenWindow;
}
////////////////////////////////////////////////////////////
void WindowBase::setFullscreenWindow(const WindowBase* window)
{
fullscreenWindow = window;
}
} // namespace sf

View File

@ -95,7 +95,7 @@ public:
/// \return Current position of the mouse
///
////////////////////////////////////////////////////////////
static Vector2i getMousePosition(const Window& relativeTo);
static Vector2i getMousePosition(const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Set the current position of the mouse in desktop coordinates
@ -120,7 +120,7 @@ public:
/// \param relativeTo Reference window
///
////////////////////////////////////////////////////////////
static void setMousePosition(const Vector2i& position, const Window& relativeTo);
static void setMousePosition(const Vector2i& position, const WindowBase& relativeTo);
////////////////////////////////////////////////////////////
/// \brief Check if a touch event is currently down
@ -157,7 +157,7 @@ public:
/// \return Current position of \a finger, or undefined if it's not down
///
////////////////////////////////////////////////////////////
static Vector2i getTouchPosition(unsigned int finger, const Window& relativeTo);
static Vector2i getTouchPosition(unsigned int finger, const WindowBase& relativeTo);
};
} // namespace priv

View File

@ -67,7 +67,7 @@ Vector2i InputImpl::getMousePosition()
////////////////////////////////////////////////////////////
Vector2i InputImpl::getMousePosition(const Window& relativeTo)
Vector2i InputImpl::getMousePosition(const WindowBase& relativeTo)
{
(void)relativeTo;
@ -83,7 +83,7 @@ void InputImpl::setMousePosition(const Vector2i& position)
////////////////////////////////////////////////////////////
void InputImpl::setMousePosition(const Vector2i& position, const Window& relativeTo)
void InputImpl::setMousePosition(const Vector2i& position, const WindowBase& relativeTo)
{
// Not applicable
}
@ -104,7 +104,7 @@ Vector2i InputImpl::getTouchPosition(unsigned int finger)
////////////////////////////////////////////////////////////
Vector2i InputImpl::getTouchPosition(unsigned int finger, const Window& relativeTo)
Vector2i InputImpl::getTouchPosition(unsigned int finger, const WindowBase& relativeTo)
{
(void)relativeTo;