d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
88 lines
3.8 KiB
C++
88 lines
3.8 KiB
C++
/*************************************************************************/
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/* haiku_direct_window.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef HAIKU_DIRECT_WINDOW_H
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#define HAIKU_DIRECT_WINDOW_H
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#include <kernel/image.h> // needed for image_id
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#include <DirectWindow.h>
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#include "core/os/os.h"
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#include "main/input_default.h"
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#include "haiku_gl_view.h"
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#define REDRAW_MSG 'rdrw'
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#define LOCKGL_MSG 'glck'
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#define UNLOCKGL_MSG 'ulck'
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class HaikuDirectWindow : public BDirectWindow
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{
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private:
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unsigned int event_id;
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Point2i last_mouse_position;
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bool last_mouse_pos_valid;
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uint32 last_buttons_state;
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uint32 last_key_modifier_state;
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int last_button_mask;
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OS::VideoMode* current_video_mode;
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MainLoop* main_loop;
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InputDefault* input;
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HaikuGLView* view;
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BMessageRunner* update_runner;
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void HandleMouseButton(BMessage* message);
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void HandleMouseMoved(BMessage* message);
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void HandleMouseWheelChanged(BMessage* message);
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void HandleWindowResized(BMessage* message);
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void HandleKeyboardEvent(BMessage* message);
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void HandleKeyboardModifierEvent(BMessage* message);
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inline InputModifierState GetKeyModifierState(uint32 p_state);
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inline int GetMouseButtonState(uint32 p_state);
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public:
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HaikuDirectWindow(BRect p_frame);
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~HaikuDirectWindow();
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void SetHaikuGLView(HaikuGLView* p_view);
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void StartMessageRunner();
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void StopMessageRunner();
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void SetInput(InputDefault* p_input);
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void SetMainLoop(MainLoop* p_main_loop);
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inline void SetVideoMode(OS::VideoMode* video_mode) { current_video_mode = video_mode; };
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virtual bool QuitRequested();
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virtual void DirectConnected(direct_buffer_info* info);
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virtual void MessageReceived(BMessage* message);
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virtual void DispatchMessage(BMessage* message, BHandler* handler);
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inline Point2i GetLastMousePosition() { return last_mouse_position; };
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inline int GetLastButtonMask() { return last_button_mask; };
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};
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#endif
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