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183 lines
5.9 KiB
183 lines
5.9 KiB
//================ Copyright (c) 1996-2009 Valve Corporation. All Rights Reserved. =================
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//
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// ilaunchermgr.h
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//
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//==================================================================================================
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#ifndef ILAUNCHERMGR_H
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#define ILAUNCHERMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( USE_SDL ) || defined( OSX ) || defined( LINUX )
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// Purpose: The overlay doesn't properly work on OS X 64-bit because a bunch of
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// Cocoa functions that we hook were never ported to 64-bit. Until that is fixed,
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// we basically have to work around this by making sure the cursor is visible
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// and set to something that is reasonable for usage in the overlay.
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#if ( defined( OSX ) && defined( PLATFORM_64BITS ) && !defined( NO_STEAM ) )
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#define WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND 1
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#endif
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#include "tier0/threadtools.h"
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#include "appframework/iappsystem.h"
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#include "inputsystem/iinputsystem.h"
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#include "togl/glmgrbasics.h"
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#include "togl/glmdisplay.h"
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// if you rev this version also update materialsystem/cmaterialsystem.cpp CMaterialSystem::Connect as it defines the string directly
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#if defined( USE_SDL )
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#define SDLMGR_INTERFACE_VERSION "SDLMgrInterface001"
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#elif defined( OSX )
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#define COCOAMGR_INTERFACE_VERSION "CocoaMgrInterface006"
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#endif
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class GLMDisplayDB;
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class CCocoaEvent;
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class CShowPixelsParams;
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class CStackCrawlParams;
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#if defined( USE_SDL )
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typedef struct SDL_Cursor SDL_Cursor;
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#endif
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class ILauncherMgr : public IAppSystem
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{
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public:
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virtual bool Connect( CreateInterfaceFn factory ) = 0;
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virtual void Disconnect() = 0;
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virtual void *QueryInterface( const char *pInterfaceName ) = 0;
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// Init, shutdown
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virtual InitReturnVal_t Init() = 0;
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virtual void Shutdown() = 0;
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// Create the window.
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#ifdef USE_SDL
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virtual bool CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height, bool bDesktopFriendlyFullscreen ) = 0;
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#else
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virtual bool CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height ) = 0;
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#endif
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virtual void GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut ) = 0;
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// Get the NSGLContext for a window's main view - note this is the carbon windowref as an argument
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virtual PseudoGLContextPtr GetGLContextForWindow( void* windowref ) = 0;
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// Get the next N events. The function returns the number of events that were filled into your array.
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virtual int GetEvents( CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false ) = 0;
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// Set the mouse cursor position.
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virtual void SetCursorPosition( int x, int y ) = 0;
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virtual void ShowPixels( CShowPixelsParams *params ) = 0;
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#ifdef USE_SDL
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virtual void SetWindowFullScreen( bool bFullScreen, int nWidth, int nHeight, bool bDesktopFriendlyFullscreen ) = 0;
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#else
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virtual void SetWindowFullScreen( bool bFullScreen, int nWidth, int nHeight ) = 0;
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#endif
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virtual bool IsWindowFullScreen() = 0;
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virtual void MoveWindow( int x, int y ) = 0;
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virtual void SizeWindow( int width, int tall ) = 0;
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virtual void PumpWindowsMessageLoop() = 0;
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virtual void DestroyGameWindow() = 0;
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virtual void SetApplicationIcon( const char *pchAppIconFile ) = 0;
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virtual void GetMouseDelta( int &x, int &y, bool bIgnoreNextMouseDelta = false ) = 0;
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virtual void GetNativeDisplayInfo( int nDisplay, uint &nWidth, uint &nHeight, uint &nRefreshHz ) = 0; // Retrieve the size of the monitor (desktop)
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virtual void RenderedSize( uint &width, uint &height, bool set ) = 0; // either set or retrieve rendered size value (from dxabstract)
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virtual void DisplayedSize( uint &width, uint &height ) = 0; // query backbuffer size (window size whether FS or windowed)
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virtual GLMDisplayDB *GetDisplayDB( void ) = 0;
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virtual void WaitUntilUserInput( int msSleepTime ) = 0;
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virtual PseudoGLContextPtr GetMainContext() = 0;
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virtual PseudoGLContextPtr CreateExtraContext() = 0;
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virtual void DeleteContext( PseudoGLContextPtr hContext ) = 0;
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virtual bool MakeContextCurrent( PseudoGLContextPtr hContext ) = 0;
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virtual void GetStackCrawl( CStackCrawlParams *params ) = 0;
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virtual void *GetWindowRef() = 0;
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virtual void SetMouseVisible( bool bState ) = 0;
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#ifdef USE_SDL
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virtual int GetActiveDisplayIndex() = 0;
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virtual void SetMouseCursor( SDL_Cursor *hCursor ) = 0;
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virtual void SetForbidMouseGrab( bool bForbidMouseGrab ) = 0;
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virtual void OnFrameRendered() = 0;
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#endif
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#ifndef OSX
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virtual void SetGammaRamp( const uint16 *pRed, const uint16 *pGreen, const uint16 *pBlue ) = 0;
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#endif
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#if WITH_OVERLAY_CURSOR_VISIBILITY_WORKAROUND
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virtual void ForceSystemCursorVisible() = 0;
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virtual void UnforceSystemCursorVisible() = 0;
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#endif
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virtual double GetPrevGLSwapWindowTime() = 0;
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};
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extern ILauncherMgr *g_pLauncherMgr;
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enum CocoaEventType_t
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{
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CocoaEvent_KeyDown,
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CocoaEvent_KeyUp,
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CocoaEvent_MouseButtonDown,
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CocoaEvent_MouseMove,
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CocoaEvent_MouseButtonUp,
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CocoaEvent_AppActivate,
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CocoaEvent_MouseScroll,
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CocoaEvent_AppQuit,
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CocoaEvent_Deleted, // Event was one of the above, but has been handled and should be ignored now.
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};
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// enum values need to match bit-shifting logic in CInputSystem::UpdateMouseButtonState and
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// the codes from NSEvent pressedMouseButtons, turns out the two are in agreement right now
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enum CocoaMouseButton_t
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{
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COCOABUTTON_LEFT = 1 << 0,
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COCOABUTTON_RIGHT = 1 << 1,
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COCOABUTTON_MIDDLE = 1 << 2,
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COCOABUTTON_4 = 1 << 3,
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COCOABUTTON_5 = 1 << 4,
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};
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enum ECocoaKeyModifier
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{
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eCapsLockKey,
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eShiftKey,
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eControlKey,
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eAltKey, // aka option
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eCommandKey
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};
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class CCocoaEvent
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{
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public:
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CocoaEventType_t m_EventType;
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int m_VirtualKeyCode;
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wchar_t m_UnicodeKey;
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wchar_t m_UnicodeKeyUnmodified;
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uint m_ModifierKeyMask; //
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int m_MousePos[2];
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int m_MouseButtonFlags; // Current state of the mouse buttons. See COCOABUTTON_xxxx.
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uint m_nMouseClickCount;
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int m_MouseButton; // which of the CocoaMouseButton_t buttons this is for from above
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};
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#endif // defined( USE_SDL ) || defined( OSX ) || defined( LINUX)
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#endif // ILAUNCHERMGR_H
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