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