src/video/SDL_sysvideo.h
author Ryan C. Gordon <icculus@icculus.org>
Tue, 05 Jan 2016 01:42:00 -0500
changeset 10022 30807689ca1b
parent 10019 36f7e8084508
child 10024 9a1189c7b891
permissions -rw-r--r--
Added SDL_DROPBEGIN and SDL_DROPCOMPLETE events, plus window IDs for drops.

This allows an app to know when a set of drops are coming in a grouping of
some sort (for example, a user selected multiple files and dropped them all
on the window with a single drag), and when that set is complete.

This also adds a window ID to the drop events, so the app can determine to
which window a given drop was delivered. For application-level drops (for
example, you launched an app by dropping a file on its icon), the window ID
will be zero.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../SDL_internal.h"
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#ifndef _SDL_sysvideo_h
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#define _SDL_sysvideo_h
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#include "SDL_messagebox.h"
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#include "SDL_shape.h"
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#include "SDL_thread.h"
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/* The SDL video driver */
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typedef struct SDL_WindowShaper SDL_WindowShaper;
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typedef struct SDL_ShapeDriver SDL_ShapeDriver;
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typedef struct SDL_VideoDisplay SDL_VideoDisplay;
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typedef struct SDL_VideoDevice SDL_VideoDevice;
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/* Define the SDL window-shaper structure */
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struct SDL_WindowShaper
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{
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    /* The window associated with the shaper */
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    SDL_Window *window;
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    /* The user's specified coordinates for the window, for once we give it a shape. */
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    Uint32 userx,usery;
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    /* The parameters for shape calculation. */
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    SDL_WindowShapeMode mode;
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    /* Has this window been assigned a shape? */
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    SDL_bool hasshape;
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    void *driverdata;
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};
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/* Define the SDL shape driver structure */
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struct SDL_ShapeDriver
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{
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    SDL_WindowShaper *(*CreateShaper)(SDL_Window * window);
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    int (*SetWindowShape)(SDL_WindowShaper *shaper,SDL_Surface *shape,SDL_WindowShapeMode *shape_mode);
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    int (*ResizeWindowShape)(SDL_Window *window);
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};
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typedef struct SDL_WindowUserData
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{
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    char *name;
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    void *data;
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    struct SDL_WindowUserData *next;
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} SDL_WindowUserData;
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/* Define the SDL window structure, corresponding to toplevel windows */
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struct SDL_Window
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{
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    const void *magic;
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    Uint32 id;
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    char *title;
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    SDL_Surface *icon;
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    int x, y;
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    int w, h;
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    int min_w, min_h;
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    int max_w, max_h;
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    Uint32 flags;
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    Uint32 last_fullscreen_flags;
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    /* Stored position and size for windowed mode */
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    SDL_Rect windowed;
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    SDL_DisplayMode fullscreen_mode;
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    float brightness;
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    Uint16 *gamma;
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    Uint16 *saved_gamma;        /* (just offset into gamma) */
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    SDL_Surface *surface;
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    SDL_bool surface_valid;
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    SDL_bool is_hiding;
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    SDL_bool is_destroying;
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    SDL_bool is_dropping;       /* drag/drop in progress, expecting SDL_SendDropComplete(). */
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    SDL_WindowShaper *shaper;
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    SDL_HitTest hit_test;
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    void *hit_test_data;
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    SDL_WindowUserData *data;
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    void *driverdata;
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    SDL_Window *prev;
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    SDL_Window *next;
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};
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#define FULLSCREEN_VISIBLE(W) \
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    (((W)->flags & SDL_WINDOW_FULLSCREEN) && \
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     ((W)->flags & SDL_WINDOW_SHOWN) && \
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     !((W)->flags & SDL_WINDOW_MINIMIZED))
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/*
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 * Define the SDL display structure This corresponds to physical monitors
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 * attached to the system.
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 */
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struct SDL_VideoDisplay
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{
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    char *name;
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    int max_display_modes;
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    int num_display_modes;
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    SDL_DisplayMode *display_modes;
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    SDL_DisplayMode desktop_mode;
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    SDL_DisplayMode current_mode;
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    SDL_Window *fullscreen_window;
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    SDL_VideoDevice *device;
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    void *driverdata;
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};
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/* Forward declaration */
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struct SDL_SysWMinfo;
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/* Define the SDL video driver structure */
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#define _THIS   SDL_VideoDevice *_this
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struct SDL_VideoDevice
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{
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    /* * * */
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    /* The name of this video driver */
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    const char *name;
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    /* * * */
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    /* Initialization/Query functions */
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    /*
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     * Initialize the native video subsystem, filling in the list of
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     * displays for this driver, returning 0 or -1 if there's an error.
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     */
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    int (*VideoInit) (_THIS);
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    /*
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     * Reverse the effects VideoInit() -- called if VideoInit() fails or
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     * if the application is shutting down the video subsystem.
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     */
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    void (*VideoQuit) (_THIS);
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    /* * * */
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    /*
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     * Display functions
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     */
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    /*
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     * Get the bounds of a display
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     */
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    int (*GetDisplayBounds) (_THIS, SDL_VideoDisplay * display, SDL_Rect * rect);
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    /*
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     * Get the dots/pixels-per-inch of a display
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     */
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    int (*GetDisplayDPI) (_THIS, SDL_VideoDisplay * display, float * ddpi, float * hdpi, float * vdpi);
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    /*
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     * Get the usable bounds of a display (bounds minus menubar or whatever)
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     */
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    int (*GetDisplayUsableBounds) (_THIS, SDL_VideoDisplay * display, SDL_Rect * rect);
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    /*
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     * Get a list of the available display modes for a display.
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     */
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    void (*GetDisplayModes) (_THIS, SDL_VideoDisplay * display);
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    /*
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     * Setting the display mode is independent of creating windows, so
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     * when the display mode is changed, all existing windows should have
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     * their data updated accordingly, including the display surfaces
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     * associated with them.
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     */
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    int (*SetDisplayMode) (_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
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    /* * * */
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    /*
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     * Window functions
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     */
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    int (*CreateWindow) (_THIS, SDL_Window * window);
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    int (*CreateWindowFrom) (_THIS, SDL_Window * window, const void *data);
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    void (*SetWindowTitle) (_THIS, SDL_Window * window);
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    void (*SetWindowIcon) (_THIS, SDL_Window * window, SDL_Surface * icon);
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    void (*SetWindowPosition) (_THIS, SDL_Window * window);
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    void (*SetWindowSize) (_THIS, SDL_Window * window);
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    void (*SetWindowMinimumSize) (_THIS, SDL_Window * window);
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    void (*SetWindowMaximumSize) (_THIS, SDL_Window * window);
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    void (*ShowWindow) (_THIS, SDL_Window * window);
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    void (*HideWindow) (_THIS, SDL_Window * window);
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    void (*RaiseWindow) (_THIS, SDL_Window * window);
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    void (*MaximizeWindow) (_THIS, SDL_Window * window);
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    void (*MinimizeWindow) (_THIS, SDL_Window * window);
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    void (*RestoreWindow) (_THIS, SDL_Window * window);
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    void (*SetWindowBordered) (_THIS, SDL_Window * window, SDL_bool bordered);
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    void (*SetWindowFullscreen) (_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
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    int (*SetWindowGammaRamp) (_THIS, SDL_Window * window, const Uint16 * ramp);
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    int (*GetWindowGammaRamp) (_THIS, SDL_Window * window, Uint16 * ramp);
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    void (*SetWindowGrab) (_THIS, SDL_Window * window, SDL_bool grabbed);
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    void (*DestroyWindow) (_THIS, SDL_Window * window);
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    int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch);
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    int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, const SDL_Rect * rects, int numrects);
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    void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);
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    void (*OnWindowEnter) (_THIS, SDL_Window * window);
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    /* * * */
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    /*
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     * Shaped-window functions
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     */
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    SDL_ShapeDriver shape_driver;
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    /* Get some platform dependent window information */
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    SDL_bool(*GetWindowWMInfo) (_THIS, SDL_Window * window,
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                                struct SDL_SysWMinfo * info);
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    /* * * */
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    /*
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     * OpenGL support
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     */
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    int (*GL_LoadLibrary) (_THIS, const char *path);
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    void *(*GL_GetProcAddress) (_THIS, const char *proc);
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    void (*GL_UnloadLibrary) (_THIS);
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      SDL_GLContext(*GL_CreateContext) (_THIS, SDL_Window * window);
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    int (*GL_MakeCurrent) (_THIS, SDL_Window * window, SDL_GLContext context);
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    void (*GL_GetDrawableSize) (_THIS, SDL_Window * window, int *w, int *h);
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    int (*GL_SetSwapInterval) (_THIS, int interval);
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    int (*GL_GetSwapInterval) (_THIS);
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    void (*GL_SwapWindow) (_THIS, SDL_Window * window);
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    void (*GL_DeleteContext) (_THIS, SDL_GLContext context);
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    /* * * */
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    /*
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     * Event manager functions
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     */
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    void (*PumpEvents) (_THIS);
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    /* Suspend the screensaver */
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    void (*SuspendScreenSaver) (_THIS);
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    /* Text input */
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    void (*StartTextInput) (_THIS);
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    void (*StopTextInput) (_THIS);
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    void (*SetTextInputRect) (_THIS, SDL_Rect *rect);
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    /* Screen keyboard */
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    SDL_bool (*HasScreenKeyboardSupport) (_THIS);
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    void (*ShowScreenKeyboard) (_THIS, SDL_Window *window);
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    void (*HideScreenKeyboard) (_THIS, SDL_Window *window);
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    SDL_bool (*IsScreenKeyboardShown) (_THIS, SDL_Window *window);
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    /* Clipboard */
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    int (*SetClipboardText) (_THIS, const char *text);
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    char * (*GetClipboardText) (_THIS);
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    SDL_bool (*HasClipboardText) (_THIS);
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    /* MessageBox */
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    int (*ShowMessageBox) (_THIS, const SDL_MessageBoxData *messageboxdata, int *buttonid);
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    /* Hit-testing */
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    int (*SetWindowHitTest)(SDL_Window * window, SDL_bool enabled);
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    /* * * */
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    /* Data common to all drivers */
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    SDL_bool suspend_screensaver;
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    int num_displays;
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    SDL_VideoDisplay *displays;
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    SDL_Window *windows;
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    SDL_Window *grabbed_window;
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    Uint8 window_magic;
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    Uint32 next_object_id;
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    char * clipboard_text;
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    /* * * */
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    /* Data used by the GL drivers */
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    struct
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    {
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        int red_size;
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        int green_size;
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        int blue_size;
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        int alpha_size;
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        int depth_size;
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        int buffer_size;
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        int stencil_size;
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        int double_buffer;
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        int accum_red_size;
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        int accum_green_size;
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        int accum_blue_size;
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        int accum_alpha_size;
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        int stereo;
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        int multisamplebuffers;
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        int multisamplesamples;
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        int accelerated;
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        int major_version;
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        int minor_version;
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        int flags;
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        int profile_mask;
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        int share_with_current_context;
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        int release_behavior;
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        int framebuffer_srgb_capable;
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        int retained_backing;
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        int driver_loaded;
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        char driver_path[256];
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        void *dll_handle;
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    } gl_config;
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    /* * * */
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    /* Cache current GL context; don't call the OS when it hasn't changed. */
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    /* We have the global pointers here so Cocoa continues to work the way
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       it always has, and the thread-local storage for the general case.
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     */
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    SDL_Window *current_glwin;
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    SDL_GLContext current_glctx;
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    SDL_TLSID current_glwin_tls;
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    SDL_TLSID current_glctx_tls;
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    /* * * */
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    /* Data private to this driver */
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    void *driverdata;
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    struct SDL_GLDriverData *gl_data;
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#if SDL_VIDEO_OPENGL_EGL
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    struct SDL_EGL_VideoData *egl_data;
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#endif
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#if SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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    struct SDL_PrivateGLESData *gles_data;
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#endif
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    /* * * */
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    /* The function used to dispose of this structure */
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    void (*free) (_THIS);
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};
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typedef struct VideoBootStrap
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{
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    const char *name;
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    const char *desc;
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    int (*available) (void);
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    SDL_VideoDevice *(*create) (int devindex);
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} VideoBootStrap;
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#if SDL_VIDEO_DRIVER_COCOA
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extern VideoBootStrap COCOA_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_X11
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extern VideoBootStrap X11_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_MIR
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extern VideoBootStrap MIR_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_DIRECTFB
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extern VideoBootStrap DirectFB_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_WINDOWS
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extern VideoBootStrap WINDOWS_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_WINRT
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extern VideoBootStrap WINRT_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_HAIKU
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extern VideoBootStrap HAIKU_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_PANDORA
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extern VideoBootStrap PND_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_UIKIT
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extern VideoBootStrap UIKIT_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_ANDROID
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extern VideoBootStrap Android_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_PSP
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extern VideoBootStrap PSP_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_RPI
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extern VideoBootStrap RPI_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_DUMMY
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extern VideoBootStrap DUMMY_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_WAYLAND
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extern VideoBootStrap Wayland_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_NACL
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extern VideoBootStrap NACL_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_VIVANTE
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extern VideoBootStrap VIVANTE_bootstrap;
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#endif
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#if SDL_VIDEO_DRIVER_EMSCRIPTEN
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extern VideoBootStrap Emscripten_bootstrap;
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#endif
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extern SDL_VideoDevice *SDL_GetVideoDevice(void);
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extern int SDL_AddBasicVideoDisplay(const SDL_DisplayMode * desktop_mode);
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extern int SDL_AddVideoDisplay(const SDL_VideoDisplay * display);
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extern SDL_bool SDL_AddDisplayMode(SDL_VideoDisplay *display, const SDL_DisplayMode * mode);
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extern SDL_VideoDisplay *SDL_GetDisplayForWindow(SDL_Window *window);
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extern void *SDL_GetDisplayDriverData( int displayIndex );
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extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
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extern void SDL_OnWindowShown(SDL_Window * window);
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extern void SDL_OnWindowHidden(SDL_Window * window);
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extern void SDL_OnWindowResized(SDL_Window * window);
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extern void SDL_OnWindowMinimized(SDL_Window * window);
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extern void SDL_OnWindowRestored(SDL_Window * window);
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extern void SDL_OnWindowEnter(SDL_Window * window);
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extern void SDL_OnWindowLeave(SDL_Window * window);
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extern void SDL_OnWindowFocusGained(SDL_Window * window);
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extern void SDL_OnWindowFocusLost(SDL_Window * window);
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extern void SDL_UpdateWindowGrab(SDL_Window * window);
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extern SDL_Window * SDL_GetFocusWindow(void);
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extern SDL_bool SDL_ShouldAllowTopmost(void);
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extern float SDL_ComputeDiagonalDPI(int hpix, int vpix, float hinches, float vinches);
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#endif /* _SDL_sysvideo_h */
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/* vi: set ts=4 sw=4 expandtab: */