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260 lines
8.3 KiB
260 lines
8.3 KiB
//================ Copyright (c) 1996-2009 Valve Corporation. All Rights Reserved. =================
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//
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//
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//
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//==================================================================================================
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#ifndef ICOCOAMGR_H
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#define ICOCOAMGR_H
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#ifdef _WIN32
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#pragma once
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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 "glmgr/glmgr.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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#define COCOAMGR_INTERFACE_VERSION "CocoaMgrInterface006"
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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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};
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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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class CShowPixelsParams
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{
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public:
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GLuint m_srcTexName;
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int m_width,m_height;
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bool m_vsyncEnable;
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bool m_fsEnable; // want receiving view to be full screen. for now, just target the main screen. extend later.
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bool m_useBlit; // use FBO blit - sending context says it is available.
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bool m_noBlit; // the back buffer has already been populated by the caller (perhaps via direct MSAA resolve from multisampled RT tex)
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bool m_onlySyncView; // react to full/windowed state change only, do not present bits
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};
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#define kMaxCrawlFrames 100
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#define kMaxCrawlText (kMaxCrawlFrames * 256)
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class CStackCrawlParams
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{
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public:
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uint m_frameLimit; // input: max frames to retrieve
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uint m_frameCount; // output: frames found
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void *m_crawl[kMaxCrawlFrames]; // call site addresses
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char *m_crawlNames[kMaxCrawlFrames]; // pointers into text following, one per decoded name
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char m_crawlText[kMaxCrawlText];
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};
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struct GLMRendererInfoFields;
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class GLMDisplayDB;
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class ICocoaMgr : 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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virtual bool CreateGameWindow( const char *pTitle, bool bWindowed, int width, int height ) = 0;
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// Get the NSWindow*.
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// virtual void* GetNSWindow() = 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 PseudoNSGLContextPtr GetNSGLContextForWindow( 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 *GetWindowRef() = 0;
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virtual void ShowPixels( CShowPixelsParams *params ) = 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 GetStackCrawl( CStackCrawlParams *params ) = 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 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 void GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut ) = 0;
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virtual GLMDisplayDB *GetDisplayDB( void ) = 0;
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virtual void WaitUntilUserInput( int msSleepTime ) = 0;
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};
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//===============================================================================
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// modes, displays, and renderers
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// think of renderers as being at the top of a tree.
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// each renderer has displays hanging off of it.
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// each display has modes hanging off of it.
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// the tree is populated on demand and then queried as needed.
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//===============================================================================
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// GLMDisplayModeInfoFields is in glmdisplay.h
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class GLMDisplayMode
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{
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public:
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GLMDisplayModeInfoFields m_info;
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GLMDisplayMode( uint width, uint height, uint refreshHz );
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~GLMDisplayMode( void );
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void Dump( int which );
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};
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//===============================================================================
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// GLMDisplayInfoFields is in glmdisplay.h
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class GLMDisplayInfo
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{
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public:
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GLMDisplayInfoFields m_info;
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CUtlVector< GLMDisplayMode* > *m_modes; // starts out NULL, set by PopulateModes
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GLMDisplayInfo( CGDirectDisplayID displayID, CGOpenGLDisplayMask displayMask );
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~GLMDisplayInfo( void );
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void PopulateModes( void );
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void Dump( int which );
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};
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//===============================================================================
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// GLMRendererInfoFields is in glmdisplay.h
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class GLMRendererInfo
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{
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public:
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GLMRendererInfoFields m_info;
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CUtlVector< GLMDisplayInfo* > *m_displays; // starts out NULL, set by PopulateDisplays
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GLMRendererInfo ( GLMRendererInfoFields *info );
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~GLMRendererInfo ( void );
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void PopulateDisplays( void );
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void Dump( int which );
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};
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//===============================================================================
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// this is just a tuple describing fake adapters which are really renderer/display pairings.
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// dxabstract bridges the gap between the d3d adapter-centric world and the GL renderer+display world.
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// this makes it straightforward to handle cases like two video cards with two displays on one, and one on the other -
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// you get three fake adapters which represent each useful screen.
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// the constraint that dxa will have to follow though, is that if the user wants to change their
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// display selection for full screen, they would only be able to pick on that has the same underlying renderer.
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// can't change fakeAdapter from one to another with different GL renderer under it. Screen hop but no card hop.
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struct GLMFakeAdapter
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{
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int m_rendererIndex;
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int m_displayIndex;
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};
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class GLMDisplayDB
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{
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public:
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CUtlVector< GLMRendererInfo* > *m_renderers; // starts out NULL, set by PopulateRenderers
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CUtlVector< GLMFakeAdapter > m_fakeAdapters;
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GLMDisplayDB ( void );
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~GLMDisplayDB ( void );
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virtual void PopulateRenderers( void );
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virtual void PopulateFakeAdapters( uint realRendererIndex ); // fake adapters = one real adapter times however many displays are on it
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virtual void Populate( void );
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// The info-get functions return false on success.
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virtual int GetFakeAdapterCount( void );
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virtual bool GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut );
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virtual int GetRendererCount( void );
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virtual bool GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut );
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virtual int GetDisplayCount( int rendererIndex );
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virtual bool GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut );
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virtual int GetModeCount( int rendererIndex, int displayIndex );
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virtual bool GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut );
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virtual void Dump( void );
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};
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#endif // ICOCOAMGR_H
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