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