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SFML/src/SFML/Window/Android/WindowImplAndroid.hpp at master · criptych/SFML · GitHub
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WindowImplAndroid.hpp
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WindowImplAndroid.hpp
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//
//////////////////////////////////////////////////////////
//
//
SFML - Simple and Fast Multimedia Library
//
Copyright (C) 2013 Jonathan De Wachter (dewachter.jonathan@gmail.com)
//
//
This software is provided 'as-is', without any express or implied warranty.
//
In no event will the authors be held liable for any damages arising from the use of this software.
//
//
Permission is granted to anyone to use this software for any purpose,
//
including commercial applications, and to alter it and redistribute it freely,
//
subject to the following restrictions:
//
//
1. The origin of this software must not be misrepresented;
//
you must not claim that you wrote the original software.
//
If you use this software in a product, an acknowledgment
//
in the product documentation would be appreciated but is not required.
//
//
2. Altered source versions must be plainly marked as such,
//
and must not be misrepresented as being the original software.
//
//
3. This notice may not be removed or altered from any source distribution.
//
//
//////////////////////////////////////////////////////////
#
pragma
once
//
//////////////////////////////////////////////////////////
//
Headers
//
//////////////////////////////////////////////////////////
#
include
<
SFML/Window/EglContext.hpp
>
#
include
<
SFML/Window/Event.hpp
>
#
include
<
SFML/Window/WindowImpl.hpp
>
#
include
<
SFML/System/Android/Activity.hpp
>
#
include
<
android/input.h
>
namespace
sf
::priv
{
//
//////////////////////////////////////////////////////////
//
/ \brief Android implementation of WindowImpl
//
/
//
//////////////////////////////////////////////////////////
class
WindowImplAndroid
:
public
WindowImpl
{
public:
//
//////////////////////////////////////////////////////////
//
/ \brief Construct the window implementation from an existing control
//
/
//
/ \param handle Platform-specific handle of the control
//
/
//
//////////////////////////////////////////////////////////
WindowImplAndroid
(WindowHandle handle);
//
//////////////////////////////////////////////////////////
//
/ \brief Create the window implementation
//
/
//
/ \param mode Video mode to use
//
/ \param title Title of the window
//
/ \param style Window style
//
/ \param state Window state
//
/ \param settings Additional settings for the underlying OpenGL context
//
/
//
//////////////////////////////////////////////////////////
WindowImplAndroid
(VideoMode mode,
const
String& title, std::
uint32_t
style, State state,
const
ContextSettings& settings);
//
//////////////////////////////////////////////////////////
//
/ \brief Destructor
//
/
//
//////////////////////////////////////////////////////////
~WindowImplAndroid
()
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Get the OS-specific handle of the window
//
/
//
/ \return Handle of the window
//
/
//
//////////////////////////////////////////////////////////
[[nodiscard]]
WindowHandle
getNativeHandle
()
const
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Get the position of the window
//
/
//
/ \return Position of the window, in pixels
//
/
//
//////////////////////////////////////////////////////////
[[nodiscard]]
Vector2i
getPosition
()
const
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Change the position of the window on screen
//
/
//
/ \param position New position of the window, in pixels
//
/
//
//////////////////////////////////////////////////////////
void
setPosition
(Vector2i position)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Get the client size of the window
//
/
//
/ \return Size of the window, in pixels
//
/
//
//////////////////////////////////////////////////////////
[[nodiscard]]
Vector2u
getSize
()
const
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Change the size of the rendering region of the window
//
/
//
/ \param size New size, in pixels
//
/
//
//////////////////////////////////////////////////////////
void
setSize
(Vector2u size)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Set the minimum window rendering region size
//
/
//
/ Pass `std::nullopt` to unset the minimum size
//
/
//
/ \param minimumSize New minimum size, in pixels
//
/
//
//////////////////////////////////////////////////////////
void
setMinimumSize
(
const
std::optional<Vector2u>& minimumSize)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Set the maximum window rendering region size
//
/
//
/ Pass `std::nullopt` to unset the maximum size
//
/
//
/ \param maximumSize New maximum size, in pixels
//
/
//
//////////////////////////////////////////////////////////
void
setMaximumSize
(
const
std::optional<Vector2u>& maximumSize)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Change the title of the window
//
/
//
/ \param title New title
//
/
//
//////////////////////////////////////////////////////////
void
setTitle
(
const
String& title)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Change the window's icon
//
/
//
/ \param size Icon's width and height, in pixels
//
/ \param pixels Pointer to the pixels in memory, format must be RGBA 32 bits
//
/
//
//////////////////////////////////////////////////////////
void
setIcon
(Vector2u size,
const
std::
uint8_t
* pixels)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Show or hide the window
//
/
//
/ \param visible `true` to show, `false` to hide
//
/
//
//////////////////////////////////////////////////////////
void
setVisible
(
bool
visible)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Show or hide the mouse cursor
//
/
//
/ \param visible `true` to show, `false` to hide
//
/
//
//////////////////////////////////////////////////////////
void
setMouseCursorVisible
(
bool
visible)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Clips or releases the mouse cursor
//
/
//
/ \param grabbed `true` to enable, `false` to disable
//
/
//
//////////////////////////////////////////////////////////
void
setMouseCursorGrabbed
(
bool
grabbed)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Set the displayed cursor to a native system cursor
//
/
//
/ \param cursor Native system cursor type to display
//
/
//
//////////////////////////////////////////////////////////
void
setMouseCursor
(
const
CursorImpl& cursor)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Enable or disable automatic key-repeat
//
/
//
/ \param enabled `true` to enable, `false` to disable
//
/
//
//////////////////////////////////////////////////////////
void
setKeyRepeatEnabled
(
bool
enabled)
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Request the current window to be made the active
//
/ foreground window
//
/
//
//////////////////////////////////////////////////////////
void
requestFocus
()
override
;
//
//////////////////////////////////////////////////////////
//
/ \brief Check whether the window has the input focus
//
/
//
/ \return `true` if window has focus, `false` otherwise
//
/
//
//////////////////////////////////////////////////////////
[[nodiscard]]
bool
hasFocus
()
const
override
;
static
void
forwardEvent
(
const
Event& event);
static
WindowImplAndroid* singleInstance;
protected:
//
//////////////////////////////////////////////////////////
//
/ \brief Process incoming events from the operating system
//
/
//
//////////////////////////////////////////////////////////
void
processEvents
()
override
;
private:
//
//////////////////////////////////////////////////////////
//
/ \brief Process messages from the looper associated with the main thread
//
/
//
/ \param fd File descriptor
//
/ \param events Bitmask of the poll events that were triggered
//
/ \param data Data pointer supplied
//
/
//
/ \return Whether it should continue (1) or unregister the callback (0)
//
/
//
//////////////////////////////////////////////////////////
static
int
processEvent
(
int
fd,
int
events,
void
* data);
static
int
processScrollEvent
(AInputEvent* inputEvent, ActivityStates& states);
static
int
processKeyEvent
(AInputEvent* inputEvent, ActivityStates& states);
static
int
processMotionEvent
(AInputEvent* inputEvent, ActivityStates& states);
static
int
processPointerEvent
(
bool
isDown, AInputEvent* event, ActivityStates& states);
//
//////////////////////////////////////////////////////////
//
/ \brief Convert a Android key to SFML key code
//
/
//
/ \param symbol Android key to convert
//
/
//
/ \return Corresponding SFML key code
//
/
//
//////////////////////////////////////////////////////////
static
Keyboard::Key
androidKeyToSF
(std::
int32_t
key);
//
//////////////////////////////////////////////////////////
//
/ \brief Get Unicode decoded from the input event
//
/
//
/ \param Event Input event
//
/
//
/ \return The Unicode value
//
/
//
//////////////////////////////////////////////////////////
static
char32_t
getUnicode
(AInputEvent* event);
Vector2u m_size;
bool
m_windowBeingCreated{};
bool
m_windowBeingDestroyed{};
bool
m_hasFocus{};
};
}
//
namespace sf::priv
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