Files
test2/intern/ghost/intern/GHOST_System.cc
Campbell Barton f459d97dfd Cleanup: remove unused full-screen support from GHOST
Remove full-screen support from GHOST API's.
Note that this only had back-end implements for X11 and WIN32.

This was last used for the Game Engine to run games full-screen,
removing as it's unused and it doesn't seem likely to be used in the
future.

This doesn't impact making Blender full-screen from the window menu
which uses a window decoration setting.

Ref: !137050
2025-04-08 05:18:57 +00:00

340 lines
8.0 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup GHOST
*/
#include "GHOST_System.hh"
#include "GHOST_DisplayManager.hh"
#include "GHOST_EventManager.hh"
#include "GHOST_TimerManager.hh"
#include "GHOST_TimerTask.hh"
#include "GHOST_WindowManager.hh"
#ifdef WITH_INPUT_NDOF
# include "GHOST_NDOFManager.hh"
#endif
GHOST_System::GHOST_System()
: m_nativePixel(false),
m_windowFocus(true),
m_autoFocus(true),
m_displayManager(nullptr),
m_timerManager(nullptr),
m_windowManager(nullptr),
m_eventManager(nullptr),
#ifdef WITH_INPUT_NDOF
m_ndofManager(nullptr),
#endif
m_multitouchGestures(true),
m_tabletAPI(GHOST_kTabletAutomatic),
m_is_debug_enabled(false)
{
}
GHOST_System::~GHOST_System()
{
exit();
}
GHOST_TSuccess GHOST_System::hasClipboardImage() const
{
return GHOST_kFailure;
}
uint *GHOST_System::getClipboardImage(int * /*r_width*/, int * /*r_height*/) const
{
return nullptr;
}
GHOST_TSuccess GHOST_System::putClipboardImage(uint * /*rgba*/,
int /*width*/,
int /*height*/) const
{
return GHOST_kFailure;
}
GHOST_ITimerTask *GHOST_System::installTimer(uint64_t delay,
uint64_t interval,
GHOST_TimerProcPtr timerProc,
GHOST_TUserDataPtr userData)
{
uint64_t millis = getMilliSeconds();
GHOST_TimerTask *timer = new GHOST_TimerTask(millis + delay, interval, timerProc, userData);
if (timer) {
if (m_timerManager->addTimer(timer) == GHOST_kSuccess) {
/* Check to see whether we need to fire the timer right away. */
m_timerManager->fireTimers(millis);
}
else {
delete timer;
timer = nullptr;
}
}
return timer;
}
GHOST_TSuccess GHOST_System::removeTimer(GHOST_ITimerTask *timerTask)
{
GHOST_TSuccess success = GHOST_kFailure;
if (timerTask) {
success = m_timerManager->removeTimer((GHOST_TimerTask *)timerTask);
}
return success;
}
GHOST_TSuccess GHOST_System::disposeWindow(GHOST_IWindow *window)
{
GHOST_TSuccess success;
/*
* Remove all pending events for the window.
*/
if (m_windowManager->getWindowFound(window)) {
m_eventManager->removeWindowEvents(window);
}
if (m_windowManager->getWindowFound(window)) {
success = m_windowManager->removeWindow(window);
if (success) {
delete window;
}
}
else {
success = GHOST_kFailure;
}
return success;
}
bool GHOST_System::validWindow(GHOST_IWindow *window)
{
return m_windowManager->getWindowFound(window);
}
GHOST_IWindow *GHOST_System::getWindowUnderCursor(int32_t x, int32_t y)
{
/* TODO: This solution should follow the order of the activated windows (Z-order).
* It is imperfect but usable in most cases. Ideally each platform should provide
* a custom version of this function that properly considers z-order. */
std::vector<GHOST_IWindow *> windows = m_windowManager->getWindows();
std::vector<GHOST_IWindow *>::reverse_iterator iwindow_iter;
/* Search through the windows in reverse order because in most cases
* the window that is on top was created after those that are below it. */
for (iwindow_iter = windows.rbegin(); iwindow_iter != windows.rend(); ++iwindow_iter) {
GHOST_IWindow *win = *iwindow_iter;
if (win->getState() == GHOST_kWindowStateMinimized) {
continue;
}
GHOST_Rect bounds;
win->getClientBounds(bounds);
if (bounds.isInside(x, y)) {
return win;
}
}
return nullptr;
}
void GHOST_System::dispatchEvents()
{
#ifdef WITH_INPUT_NDOF
/* NDOF Motion event is sent only once per dispatch, so do it now: */
if (m_ndofManager) {
m_ndofManager->sendMotionEvent();
}
#endif
if (m_eventManager) {
m_eventManager->dispatchEvents();
}
m_timerManager->fireTimers(getMilliSeconds());
}
GHOST_TSuccess GHOST_System::addEventConsumer(GHOST_IEventConsumer *consumer)
{
GHOST_TSuccess success;
if (m_eventManager) {
success = m_eventManager->addConsumer(consumer);
}
else {
success = GHOST_kFailure;
}
return success;
}
GHOST_TSuccess GHOST_System::removeEventConsumer(GHOST_IEventConsumer *consumer)
{
GHOST_TSuccess success;
if (m_eventManager) {
success = m_eventManager->removeConsumer(consumer);
}
else {
success = GHOST_kFailure;
}
return success;
}
GHOST_TSuccess GHOST_System::pushEvent(const GHOST_IEvent *event)
{
GHOST_TSuccess success;
if (m_eventManager) {
success = m_eventManager->pushEvent(event);
}
else {
success = GHOST_kFailure;
}
return success;
}
GHOST_TSuccess GHOST_System::getCursorPositionClientRelative(const GHOST_IWindow *window,
int32_t &x,
int32_t &y) const
{
/* Sub-classes that can implement this directly should do so. */
int32_t screen_x, screen_y;
GHOST_TSuccess success = getCursorPosition(screen_x, screen_y);
if (success == GHOST_kSuccess) {
window->screenToClient(screen_x, screen_y, x, y);
}
return success;
}
GHOST_TSuccess GHOST_System::setCursorPositionClientRelative(GHOST_IWindow *window,
int32_t x,
int32_t y)
{
/* Sub-classes that can implement this directly should do so. */
int32_t screen_x, screen_y;
window->clientToScreen(x, y, screen_x, screen_y);
return setCursorPosition(screen_x, screen_y);
}
GHOST_TSuccess GHOST_System::getModifierKeyState(GHOST_TModifierKey mask, bool &isDown) const
{
GHOST_ModifierKeys keys;
/* Get the state of all modifier keys. */
GHOST_TSuccess success = getModifierKeys(keys);
if (success) {
/* Isolate the state of the key requested. */
isDown = keys.get(mask);
}
return success;
}
GHOST_TSuccess GHOST_System::getButtonState(GHOST_TButton mask, bool &isDown) const
{
GHOST_Buttons buttons;
/* Get the state of all mouse buttons. */
GHOST_TSuccess success = getButtons(buttons);
if (success) {
/* Isolate the state of the mouse button requested. */
isDown = buttons.get(mask);
}
return success;
}
void GHOST_System::setMultitouchGestures(const bool use)
{
m_multitouchGestures = use;
}
void GHOST_System::setTabletAPI(GHOST_TTabletAPI api)
{
m_tabletAPI = api;
}
GHOST_TTabletAPI GHOST_System::getTabletAPI()
{
return m_tabletAPI;
}
GHOST_TSuccess GHOST_System::getPixelAtCursor(float /*r_color*/[3]) const
{
return GHOST_kFailure;
}
#ifdef WITH_INPUT_NDOF
void GHOST_System::setNDOFDeadZone(float deadzone)
{
if (this->m_ndofManager) {
this->m_ndofManager->setDeadZone(deadzone);
}
}
#endif
GHOST_TSuccess GHOST_System::init()
{
m_timerManager = new GHOST_TimerManager();
m_windowManager = new GHOST_WindowManager();
m_eventManager = new GHOST_EventManager();
#ifdef WITH_GHOST_DEBUG
if (m_eventManager) {
m_eventPrinter = new GHOST_EventPrinter();
m_eventManager->addConsumer(m_eventPrinter);
}
#endif /* WITH_GHOST_DEBUG */
if (m_timerManager && m_windowManager && m_eventManager) {
return GHOST_kSuccess;
}
return GHOST_kFailure;
}
GHOST_TSuccess GHOST_System::exit()
{
delete m_displayManager;
m_displayManager = nullptr;
delete m_windowManager;
m_windowManager = nullptr;
delete m_timerManager;
m_timerManager = nullptr;
delete m_eventManager;
m_eventManager = nullptr;
#ifdef WITH_INPUT_NDOF
delete m_ndofManager;
m_ndofManager = nullptr;
#endif
return GHOST_kSuccess;
}
bool GHOST_System::useNativePixel()
{
m_nativePixel = true;
return true;
}
void GHOST_System::useWindowFocus(const bool use_focus)
{
m_windowFocus = use_focus;
}
void GHOST_System::setAutoFocus(const bool auto_focus)
{
m_autoFocus = auto_focus;
}
void GHOST_System::initDebug(GHOST_Debug debug)
{
m_is_debug_enabled = debug.flags & GHOST_kDebugDefault;
}
bool GHOST_System::isDebugEnabled()
{
return m_is_debug_enabled;
}