260 lines
8.1 KiB
C++
Executable file
260 lines
8.1 KiB
C++
Executable file
#pragma once
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#include <functional>
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#include <string>
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#include <string_view>
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#include "common.hpp"
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#include "gfx_context.hpp"
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/// Requestable window flags, which may or may not be respected by the platform.
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enum class WindowFlags {
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None = 0,
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Resizable = 2,
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Borderless = 4,
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Hidden = 8
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};
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inline WindowFlags operator|(const WindowFlags a, const WindowFlags b) {
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return static_cast<WindowFlags>(static_cast<int>(a) | static_cast<int>(b));
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}
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inline bool operator&(const WindowFlags a, const WindowFlags b) {
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return static_cast<int>(a) & static_cast<int>(b);
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}
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/// Represents a button. This includes keyboard, gamepad and mouse buttons.
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enum class InputButton {
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Invalid,
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C,
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V,
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X,
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Y,
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Z,
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Backspace,
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Enter,
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W,
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A,
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S,
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D,
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Q,
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Shift,
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Alt,
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Super,
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Escape,
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Tab,
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Ctrl,
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Space,
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LeftArrow,
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RightArrow,
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// gamepad inputs
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ButtonA,
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ButtonB,
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ButtonX,
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ButtonY,
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DPadUp,
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DPadDown,
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DPadLeft,
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DPadRight,
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// mouse inputs
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MouseLeft,
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MouseRight
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};
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enum class PlatformFeature {
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Windowing
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};
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/// On platforms that has a GUI with a seperate light/dark mode.
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enum class PlatformTheme {
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Light,
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Dark
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};
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// note: a platform may be built with support for a specific context (e.g. ENABLE_VULKAN, ENABLE_DIRECTX, etc)
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// this only determines it at build-time, not at runtime.
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#ifdef ENABLE_VULKAN
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#include <vector>
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#include <vulkan/vulkan.h>
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struct vulkan_information {
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std::vector<const char*> surface_extensions;
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};
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struct vulkan_surface_creation_info {
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VkInstance instance;
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};
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struct vulkan_surface {
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VkSurfaceKHR surface;
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};
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#endif
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#ifdef ENABLE_DIRECTX
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struct directx_surface_creation_info {
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// TODO: stub
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};
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#endif
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#ifdef ENABLE_METAL
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#include <Metal/Metal.hpp>
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#include <QuartzCore/CAMetalDrawable.hpp>
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struct metal_surface_creation_info {
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MTL::Device* device;
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};
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struct metal_surface {
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MTL::PixelFormat format;
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};
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using metal_next_image = CA::MetalDrawable*;
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#endif
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namespace platform {
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using window_ptr = void*;
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/// Returns a human readable platform name, e.g. Linux.
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const char* get_name();
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/// Returns the current platform theme.
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PlatformTheme get_theme();
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/// Queries whether or not the platform supports a certain feature.
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bool supports_feature(PlatformFeature feature);
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/*
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* This queries whether the context is supported by the platform at build-time. This does not mean the
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* context can be used properly at runtime, this is handled by GFX::is_supported().
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*/
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bool supports_context(GFXContext context);
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/**
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* This initializes before window creation, for a specific gfx context type. This is designed to be called within
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* helper classes such as gfx_chooser, but may also be called within a platform implementation as well.
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* @param context
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*/
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void initialize_context(GFXContext context);
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/*
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* This is used in specific cases where the gfx backend may need to know important information before window
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* creation. A good example is the surface extension required by a specific window backend, but this is between
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* initialize_context and create_surface calls.
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*
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* the returned structs are in a naming scheme of X_information.
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*/
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void* get_context_information();
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/** Opens a new window.
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@param title The title of the window.
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@param rect The requested size and position of the window.
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@param flags The requested window flags.
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@note Depending on the platform, some of these parameters might be unused. The best practice is to always assume
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that none of them may be used.
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@note On platforms that do not support the Windowing feature, calling open_window more than once is not supported.
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In this case, the same identifier is returned.
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@return A valid window identifier.
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*/
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window_ptr open_window(std::string_view title, prism::Rectangle rect, WindowFlags flags);
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bool is_main_window(window_ptr index);
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/*
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* This creates a new surface, with the gfx context type already set ahead of time (see initialize_context)
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* The parameter 'surface_creation_info' must be a type of the gfx context you want to use, and support must be
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* built at build-time (ENABLE_VULKAN, gfx context is Vulkan, and the struct would be vulkan_surface_creation_info.)
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*
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* The return type is usually {Your GFX Context}_surface, such as vulkan_surface. See each gfx context's struct for
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* more information.
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*/
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void* create_surface(window_ptr window, void* surface_creation_info);
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/*
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* This needs to be implemented under certain gfx contexts (such as metal) which calls [layer nextDrawable]
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* underneath can be no-op for contexts such as vulkan which can happen within it's own API.
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*
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* the return type is named as X_next_image. may be null.
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*/
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void* get_next_image(window_ptr window);
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/** Closes a window.
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@param index The window to close.
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*/
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void close_window(window_ptr window);
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/// Forces the platform to quit the application. This is not related to Engine::quit().
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void force_quit();
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/// Gets the content scale for the monitor. 1.0 would be 1x scale, 2.0 would be 2x scale, etc.
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float get_monitor_dpi();
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/// Get the monitor resolution.
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prism::Rectangle get_monitor_resolution();
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/// Get the monitor work area. For example on macOS this may exclude the areas of the menu bar and dock.
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prism::Rectangle get_monitor_work_area();
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/// Get the window position.
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prism::Offset get_window_position(window_ptr window);
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/// Get the window size, note that in hidpi scenarios this is the non-scaled resolution.
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prism::Extent get_window_size(window_ptr window);
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/// Get the window's drawable size. Always use this instead of manually multiplying the window size by the content
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/// scale.
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prism::Extent get_window_drawable_size(window_ptr window);
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/// Query whether or not the window is focused.
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bool is_window_focused(window_ptr window);
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/// If possible, try to manually focus the window.
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void set_window_focused(window_ptr window);
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/// Sets the window position to the offset provided.
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void set_window_position(window_ptr window, prism::Offset offset);
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/// Sets the window to the specified size. The platform will handle the subsequent resize events.
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void set_window_size(window_ptr window, prism::Extent extent);
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/// Sets the window title.
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void set_window_title(window_ptr window, std::string_view title);
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/// Show window
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void show_window(window_ptr window);
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/// Queries whether or not the button is currently pressed.
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bool get_key_down(InputButton key);
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/// If available for the InputButton, returns the platform-specific keycode.
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int get_keycode(InputButton key);
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/// Returns the current moue cursor position, relative to the window.
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prism::Offset get_cursor_position();
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/// Returns the current moue cursor position, relative to the monitor.
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prism::Offset get_screen_cursor_position();
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/// Queries whether or not the mouse button requested is pressed or not.
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bool get_mouse_button_down(int button);
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/// Returns the current mouse wheel delta on both axes.
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std::tuple<float, float> get_wheel_delta();
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/// Returns the current right stick axes values from 0->1
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std::tuple<float, float> get_right_stick_position();
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/// Returns the current left stick axes values from 0->1
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std::tuple<float, float> get_left_stick_position();
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/// On platforms that support moue capture, this will lock the mouse cursor to the window and hide it.
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void capture_mouse(bool capture);
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// TODO: right now the OS intercepting and saying "We dont want text input anymore" ala software keyboards is NOT
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// supported yet
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void begin_text_input();
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void end_text_input();
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} // namespace platform
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