Viewport drawing has moved to offscreen buffers, and we no longer need to have depth, stencil, aa samples, sRGB buffers as part of the window. So all that code is removed now. The depth buffer was the only one still being allocated, its removal save a bit of memory. Code by Germano and Brecht. Differential Revision: https://developer.blender.org/D4708
165 lines
4.4 KiB
C++
165 lines
4.4 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup GHOST
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* Declaration of GHOST_WindowSDL class.
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*/
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#ifndef __GHOST_WINDOWSDL_H__
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#define __GHOST_WINDOWSDL_H__
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#include "GHOST_Window.h"
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#include "GHOST_SystemSDL.h"
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#include <map>
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extern "C" {
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#include "SDL.h"
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}
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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# error "SDL 2.0 or newer is needed to build with Ghost"
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#endif
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class STR_String;
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class GHOST_SystemSDL;
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class GHOST_WindowSDL : public GHOST_Window {
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private:
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GHOST_SystemSDL *m_system;
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bool m_valid_setup;
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bool m_invalid_window;
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SDL_Window *m_sdl_win;
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SDL_Cursor *m_sdl_custom_cursor;
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public:
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const GHOST_TabletData *GetTabletData()
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{
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return NULL;
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}
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GHOST_WindowSDL(GHOST_SystemSDL *system,
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const STR_String &title,
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GHOST_TInt32 left,
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GHOST_TInt32 top,
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GHOST_TUns32 width,
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GHOST_TUns32 height,
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GHOST_TWindowState state,
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const GHOST_TEmbedderWindowID parentWindow,
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GHOST_TDrawingContextType type = GHOST_kDrawingContextTypeNone,
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const bool stereoVisual = false,
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const bool exclusive = false);
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~GHOST_WindowSDL();
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/* SDL specific */
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SDL_Window *getSDLWindow()
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{
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return m_sdl_win;
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}
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GHOST_TSuccess invalidate(void);
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/**
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* called by the X11 system implementation when expose events
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* for the window have been pushed onto the GHOST queue
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*/
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void validate()
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{
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m_invalid_window = false;
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}
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bool getValid() const;
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void getWindowBounds(GHOST_Rect &bounds) const;
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void getClientBounds(GHOST_Rect &bounds) const;
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protected:
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/**
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* \param type The type of rendering context create.
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* \return Indication of success.
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*/
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GHOST_Context *newDrawingContext(GHOST_TDrawingContextType type);
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GHOST_TSuccess setWindowCursorGrab(GHOST_TGrabCursorMode mode);
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GHOST_TSuccess setWindowCursorShape(GHOST_TStandardCursor shape);
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GHOST_TSuccess setWindowCustomCursorShape(GHOST_TUns8 bitmap[16][2],
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GHOST_TUns8 mask[16][2],
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int hotX,
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int hotY);
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GHOST_TSuccess setWindowCustomCursorShape(GHOST_TUns8 *bitmap,
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GHOST_TUns8 *mask,
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int sizex,
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int sizey,
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int hotX,
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int hotY,
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int fg_color,
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int bg_color);
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GHOST_TSuccess setWindowCursorVisibility(bool visible);
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void setTitle(const STR_String &title);
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void getTitle(STR_String &title) const;
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GHOST_TSuccess setClientWidth(GHOST_TUns32 width);
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GHOST_TSuccess setClientHeight(GHOST_TUns32 height);
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GHOST_TSuccess setClientSize(GHOST_TUns32 width, GHOST_TUns32 height);
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void screenToClient(GHOST_TInt32 inX,
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GHOST_TInt32 inY,
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GHOST_TInt32 &outX,
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GHOST_TInt32 &outY) const;
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void clientToScreen(GHOST_TInt32 inX,
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GHOST_TInt32 inY,
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GHOST_TInt32 &outX,
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GHOST_TInt32 &outY) const;
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GHOST_TSuccess setState(GHOST_TWindowState state);
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GHOST_TWindowState getState() const;
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GHOST_TSuccess setOrder(GHOST_TWindowOrder order)
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{
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// TODO
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return GHOST_kSuccess;
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}
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// TODO
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GHOST_TSuccess beginFullScreen() const
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{
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return GHOST_kFailure;
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}
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GHOST_TSuccess endFullScreen() const
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{
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return GHOST_kFailure;
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}
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GHOST_TUns16 getDPIHint();
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};
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#endif // __GHOST_WINDOWSDL_H__
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