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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef UITOPLEVELWINDOWOVERLAY_H
#define UITOPLEVELWINDOWOVERLAY_H
#ifdef _WIN32
#pragma once
#endif
// bad reach
#include "../../../panorama/input/controller.h"
class CSharedMemStream; namespace IPC { class IEvent; class ISharedMem; }
namespace panorama { class CTopLevelWindowOverlay; class COverlayInterface;
class CTopLevelWindowOverlay : public CTopLevelWindow { typedef CTopLevelWindow BaseClass; public: CTopLevelWindowOverlay( CUIEngine *pUIEngineParent ); virtual ~CTopLevelWindowOverlay();
// Access overlay window interface for this window, NULL on non Steam Overlay windows
virtual IUIOverlayWindow *GetOverlayInterface();
// Initialize backing surface for window
virtual bool BInitializeSurface( const char *pchWindowTitle, int nWidth, int nHeight, IUIEngine::ERenderTarget eRenderTarget, bool bFixedSurfaceSize, bool bEnforceWindowAspectRatio, bool bUseCustomMouseCursor, const char *pchTargetMonitor );
// Run any per window frame func logic
virtual void RunPlatformFrame();
// Resize the window to specified dimensions
virtual void OnWindowResize( uint32 nWidth, uint32 nHeight );
// Window position management
virtual void SetWindowPosition( float x, float y ); virtual void GetWindowPosition( float &x, float &y ); virtual void GetWindowBounds( float &left, float &top, float &right, float &bottom ); virtual void GetClientDimensions( float &width, float &height ); virtual void Activate( bool bForceful ); virtual bool BHasFocus() { return m_bFocus; } virtual bool BIsFullscreen() { return m_bFullScreen; } virtual void* GetNativeWindowHandle() { return 0; }
virtual bool BAllowInput( InputMessage_t &msg ); virtual bool BIsVisible() { return m_bVisible; } virtual void SetVisible( bool bVisible ) { AssertMsg( false, "SetVisible not implemented on CTopLevelWindowOverlay" ); }
void SetInputEnabled( bool bEnabled ) { m_bInputEnabled = bEnabled; }
// Clear color for the window, normally black, transparent for overlay
virtual Color GetClearColor() { return Color( 0, 0, 0, 0 ); }
// Necessary for generating mouse enter & leave events on windows
bool IsMouseOver() { return m_bMouseOverWindow; } void OnMouseEnter(); void OnMouseLeave() { m_bMouseOverWindow = false; }
void SetMouseCursor( EMouseCursors eCursor ); bool SetGameProcessInfo( AppId_t nAppId, bool bCanSharedSurfaces, int32 eTextureFormat ); void ProcessInputEvents();
bool BVisiblityChanged() const { return m_bVisibleThisFrame != m_bVisibleLastFrame; }
void PushOverlayRenderCmdStream( CSharedMemStream *pRenderStream, unsigned long dwPID, float flOpacity, EOverlayWindowAlignment alignment );
void SetGameWindowSize( uint32 nWidth, uint32 nHeight ); void SetFixedSurfaceSize( uint32 unSurfaceWidth, uint32 unSurfaceHeight );
void OnMouseMove( float x, float y );
void SetFocus( bool bFocus );
void SetLetterboxColor( Color c );
#ifdef DBGFLAG_VALIDATE
virtual void Validate( CValidator &validator, const tchar *pchName ); #endif
protected: virtual void Shutdown();
private:
COverlayInterface *m_pOverlayInterface; IUI3DSurface *m_p3DSurface; bool m_bMouseOverWindow; AppId_t m_nAppId;
bool m_bInputEnabled; bool m_bFocus; bool m_bCanShareSurfaces;
bool m_bVisibleThisFrame; bool m_bVisibleLastFrame;
uint32 m_unGameWidth; uint32 m_unGameHeight;
bool m_bFullScreen; bool m_bVisible; };
class COverlayInterface : public IUIOverlayWindow { public: COverlayInterface( CTopLevelWindowOverlay *pWindow ) { m_pWindow = pWindow; }
virtual void PushOverlayRenderCmdStream( CSharedMemStream *pRenderStream, unsigned long dwPID, float flOpacity, EOverlayWindowAlignment alignment ) OVERRIDE { return m_pWindow->PushOverlayRenderCmdStream( pRenderStream, dwPID, flOpacity, alignment ); }
virtual void SetFocus( bool bFocus ) OVERRIDE { return m_pWindow->SetFocus( bFocus ); }
virtual bool SetGameProcessInfo( AppId_t nAppId, bool bCanSharedSurfaces, int32 eTextureFormat ) OVERRIDE { return m_pWindow->SetGameProcessInfo( nAppId, bCanSharedSurfaces, eTextureFormat ); }
virtual void SetInputEnabled( bool bEnabled ) OVERRIDE { return m_pWindow->SetInputEnabled( bEnabled ); }
virtual void SetGameWindowSize( uint32 nWidth, uint32 nHeight ) OVERRIDE { return m_pWindow->SetGameWindowSize( nWidth, nHeight ); }
virtual void SetFixedSurfaceSize( uint32 unSurfaceWidth, uint32 unSurfaceHeight ) OVERRIDE { return m_pWindow->SetFixedSurfaceSize( unSurfaceWidth, unSurfaceHeight ); }
virtual void OnMouseMove( float x, float y ) OVERRIDE { return m_pWindow->OnMouseMove( x, y ); }
virtual void OnMouseEnter() OVERRIDE { return m_pWindow->OnMouseEnter(); }
virtual void SetLetterboxColor( Color c ) OVERRIDE { return m_pWindow->SetLetterboxColor( c ); } private: CTopLevelWindowOverlay *m_pWindow; };
} // namespace panorama
#endif // UITOPLEVELWINDOWOVERLAY_H
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