SFML/include/SFML/Window/Window.hpp
2023-01-12 11:38:41 +01:00

355 lines
15 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2023 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.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/System/Clock.hpp>
#include <SFML/System/Time.hpp>
#include <SFML/Window/ContextSettings.hpp>
#include <SFML/Window/GlResource.hpp>
#include <SFML/Window/WindowBase.hpp>
#include <memory>
namespace sf
{
namespace priv
{
class GlContext;
}
class Event;
////////////////////////////////////////////////////////////
/// \brief Window that serves as a target for OpenGL rendering
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API Window : public WindowBase, GlResource
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor doesn't actually create the window,
/// use the other constructors or call create() to do so.
///
////////////////////////////////////////////////////////////
Window();
////////////////////////////////////////////////////////////
/// \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.
///
/// The fourth parameter is an optional structure specifying
/// advanced OpenGL context settings such as antialiasing,
/// depth-buffer bits, etc.
///
/// \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
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
Window(VideoMode mode,
const String& title,
std::uint32_t style = Style::Default,
const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// \brief Construct the window from an existing control
///
/// Use this constructor if you want to create an OpenGL
/// rendering area into an already existing control.
///
/// The second parameter is an optional structure specifying
/// advanced OpenGL context settings such as antialiasing,
/// depth-buffer bits, etc.
///
/// \param handle Platform-specific handle of the control
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
explicit Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// Closes the window and frees all the resources attached to it.
///
////////////////////////////////////////////////////////////
~Window() override;
////////////////////////////////////////////////////////////
/// \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
///
////////////////////////////////////////////////////////////
void create(VideoMode mode, const String& title, std::uint32_t style = Style::Default) override;
////////////////////////////////////////////////////////////
/// \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.
///
/// The fourth parameter is an optional structure specifying
/// advanced OpenGL context settings such as antialiasing,
/// depth-buffer bits, etc.
///
/// \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
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
virtual void create(VideoMode mode, const String& title, std::uint32_t 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
///
////////////////////////////////////////////////////////////
void create(WindowHandle handle) override;
////////////////////////////////////////////////////////////
/// \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.
///
/// The second parameter is an optional structure specifying
/// advanced OpenGL context settings such as antialiasing,
/// depth-buffer bits, etc.
///
/// \param handle Platform-specific handle of the control
/// \param settings Additional settings for the underlying OpenGL context
///
////////////////////////////////////////////////////////////
virtual void create(WindowHandle handle, const ContextSettings& settings);
////////////////////////////////////////////////////////////
/// \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.
///
////////////////////////////////////////////////////////////
void close() override;
////////////////////////////////////////////////////////////
/// \brief Get the settings of the OpenGL context of the window
///
/// Note that these settings may be different from what was
/// passed to the constructor or the create() function,
/// if one or more settings were not supported. In this case,
/// SFML chose the closest match.
///
/// \return Structure containing the OpenGL context settings
///
////////////////////////////////////////////////////////////
const ContextSettings& getSettings() const;
////////////////////////////////////////////////////////////
/// \brief Enable or disable vertical synchronization
///
/// Activating vertical synchronization will limit the number
/// of frames displayed to the refresh rate of the monitor.
/// This can avoid some visual artifacts, and limit the framerate
/// to a good value (but not constant across different computers).
///
/// Vertical synchronization is disabled by default.
///
/// \param enabled True to enable v-sync, false to deactivate it
///
////////////////////////////////////////////////////////////
void setVerticalSyncEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Limit the framerate to a maximum fixed frequency
///
/// If a limit is set, the window will use a small delay after
/// each call to display() to ensure that the current frame
/// lasted long enough to match the framerate limit.
/// SFML will try to match the given limit as much as it can,
/// but since it internally uses sf::sleep, whose precision
/// depends on the underlying OS, the results may be a little
/// unprecise as well (for example, you can get 65 FPS when
/// requesting 60).
///
/// \param limit Framerate limit, in frames per seconds (use 0 to disable limit)
///
////////////////////////////////////////////////////////////
void setFramerateLimit(unsigned int limit);
////////////////////////////////////////////////////////////
/// \brief Activate or deactivate the window as the current target
/// for OpenGL rendering
///
/// A window is active only on the current thread, if you want to
/// make it active on another thread you have to deactivate it
/// on the previous thread first if it was active.
/// Only one window can be active on a thread at a time, thus
/// the window previously active (if any) automatically gets deactivated.
/// This is not to be confused with requestFocus().
///
/// \param active True to activate, false to deactivate
///
/// \return True if operation was successful, false otherwise
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool setActive(bool active = true) const;
////////////////////////////////////////////////////////////
/// \brief Display on screen what has been rendered to the window so far
///
/// This function is typically called after all OpenGL rendering
/// has been done for the current frame, in order to show
/// it on screen.
///
////////////////////////////////////////////////////////////
void display();
private:
////////////////////////////////////////////////////////////
/// \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();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::unique_ptr<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
};
} // namespace sf
////////////////////////////////////////////////////////////
/// \class sf::Window
/// \ingroup window
///
/// sf::Window is the main class of the Window module. It defines
/// an OS window that is able to receive an OpenGL rendering.
///
/// A sf::Window can create its own new window, or be embedded into
/// an already existing control using the create(handle) function.
/// This can be useful for embedding an OpenGL rendering area into
/// a view which is part of a bigger GUI with existing windows,
/// controls, etc. It can also serve as embedding an OpenGL rendering
/// area into a window created by another (probably richer) GUI library
/// like Qt or wxWidgets.
///
/// The sf::Window 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.
///
/// Note that OpenGL experts can pass their own parameters (antialiasing
/// level, bits for the depth and stencil buffers, etc.) to the
/// OpenGL context attached to the window, with the sf::ContextSettings
/// structure which is passed as an optional argument when creating the
/// window.
///
/// On dual-graphics systems consisting of a low-power integrated GPU
/// and a powerful discrete GPU, the driver picks which GPU will run an
/// SFML application. In order to inform the driver that an SFML application
/// can benefit from being run on the more powerful discrete GPU,
/// #SFML_DEFINE_DISCRETE_GPU_PREFERENCE can be placed in a source file
/// that is compiled and linked into the final application. The macro
/// should be placed outside of any scopes in the global namespace.
///
/// Usage example:
/// \code
/// // Declare and create a new window
/// sf::Window window(sf::VideoMode({800, 600}), "SFML window");
///
/// // Limit the framerate to 60 frames per second (this step is optional)
/// window.setFramerateLimit(60);
///
/// // The main loop - ends as soon as the window is closed
/// while (window.isOpen())
/// {
/// // Event processing
/// for (sf::Event event; window.pollEvent(event);)
/// {
/// // Request for closing the window
/// if (event.type == sf::Event::Closed)
/// window.close();
/// }
///
/// // Activate the window for OpenGL rendering
/// window.setActive();
///
/// // OpenGL drawing commands go here...
///
/// // End the current frame and display its contents on screen
/// window.display();
/// }
/// \endcode
///
////////////////////////////////////////////////////////////