Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef UITOPLEVELWINDOWOPENVROVERLAY_H
#define UITOPLEVELWINDOWOPENVROVERLAY_H
#ifdef _WIN32
#pragma once
#endif
#include <openvr.h>
namespace panorama
{
class CTopLevelWindowOverlay;
class CTopLevelWindowOpenVROverlay : public CTopLevelWindow
{
typedef CTopLevelWindow BaseClass;
public:
CTopLevelWindowOpenVROverlay( CUIEngine *pUIEngineParent );
virtual ~CTopLevelWindowOpenVROverlay();
// Initialize backing surface for window
virtual bool BInitializeSurface( int nWidth, int nHeight, vr::VROverlayHandle_t ulOverlayHandle );
// 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 );
#ifdef DBGFLAG_VALIDATE
virtual void Validate( CValidator &validator, const tchar *pchName );
#endif
protected:
virtual void Shutdown();
private:
IUI3DSurface *m_p3DSurface;
bool m_bMouseOverWindow;
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;
vr::VROverlayHandle_t m_ulOverlayHandle;
};
} // namespace panorama
#endif // UITOPLEVELWINDOWOPENVROVERLAY_H