Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

177 lines
4.9 KiB

//=========== 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