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686 lines
25 KiB
C++
686 lines
25 KiB
C++
// Filename: graphicsWindow.cxx
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// Created by: mike (09Jan97)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "graphicsWindow.h"
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#include "graphicsPipe.h"
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#include "config_display.h"
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#include "mouseButton.h"
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#include "keyboardButton.h"
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#include "mutexHolder.h"
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#include "throw_event.h"
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TypeHandle GraphicsWindow::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::Constructor
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// Access: Protected
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// Description: Normally, the GraphicsWindow constructor is not
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// called directly; these are created instead via the
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// GraphicsEngine::make_window() function.
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////////////////////////////////////////////////////////////////////
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GraphicsWindow::
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GraphicsWindow(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
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const string &name) :
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GraphicsOutput(pipe, gsg, name)
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{
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#ifdef DO_MEMORY_USAGE
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MemoryUsage::update_type(this, this);
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#endif
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if (display_cat.is_debug()) {
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display_cat.debug()
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<< "Creating new window " << get_name()
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<< " using GSG " << (void *)gsg << "\n";
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}
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_properties.set_open(false);
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_properties.set_undecorated(false);
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_properties.set_fullscreen(false);
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_properties.set_minimized(false);
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_properties.set_cursor_hidden(false);
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request_properties(WindowProperties::get_default());
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_window_event = "window-event";
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::Destructor
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// Access: Published, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsWindow::
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~GraphicsWindow() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_properties
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// Access: Published
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// Description: Returns the current properties of the window.
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////////////////////////////////////////////////////////////////////
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WindowProperties GraphicsWindow::
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get_properties() const {
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WindowProperties result;
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{
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MutexHolder holder(_properties_lock);
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result = _properties;
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_requested_properties
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// Access: Published
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// Description: Returns the properties of the window that are
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// currently requested. These properties will be
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// applied to the window (if valid) at the next
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// execution of process_events().
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////////////////////////////////////////////////////////////////////
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WindowProperties GraphicsWindow::
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get_requested_properties() const {
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WindowProperties result;
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{
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MutexHolder holder(_properties_lock);
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result = _requested_properties;
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::clear_rejected_properties
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// Access: Published
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// Description: Empties the set of failed properties that will be
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// returned by get_rejected_properties().
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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clear_rejected_properties() {
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MutexHolder holder(_properties_lock);
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_rejected_properties.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_rejected_properties
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// Access: Published
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// Description: Returns the set of properties that have recently been
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// requested, but could not be applied to the window for
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// some reason. This set of properties will remain
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// unchanged until they are changed by a new failed
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// request, or clear_rejected_properties() is called.
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////////////////////////////////////////////////////////////////////
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WindowProperties GraphicsWindow::
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get_rejected_properties() const {
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WindowProperties result;
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{
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MutexHolder holder(_properties_lock);
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result = _rejected_properties;
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::request_properties
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// Access: Published
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// Description: Requests a property change on the window. For
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// example, use this method to request a window change
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// size or minimize or something.
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//
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// The change is not made immediately; rather, the
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// request is saved and will be applied the next time
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// the window task is run (probably at the next frame).
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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request_properties(const WindowProperties &requested_properties) {
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MutexHolder holder(_properties_lock);
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_requested_properties.add_properties(requested_properties);
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if (!_has_size && _requested_properties.has_size()) {
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// If we just requested a particular size, anticipate that it will
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// stick. This is helpful for the MultitexReducer, which needs to
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// know the size of the textures that it will be working with,
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// even if the texture hasn't been fully generated yet.
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_x_size = _requested_properties.get_x_size();
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_y_size = _requested_properties.get_y_size();
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// Don't set _has_size yet, because we don't really know yet.
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::is_active
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// Access: Published, Virtual
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// Description: Returns true if the window is ready to be rendered
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// into, false otherwise.
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////////////////////////////////////////////////////////////////////
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bool GraphicsWindow::
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is_active() const {
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// Make this smarter?
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return _active && _properties.get_open() && !_properties.get_minimized();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::set_window_event
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// Access: Published
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// Description: Changes the name of the event that is generated when
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// this window is modified externally, e.g. to be
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// resized or closed by the user.
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//
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// By default, all windows have the same window event
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// unless they are explicitly changed. When the event
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// is generated, it includes one parameter: the window
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// itself.
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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set_window_event(const string &window_event) {
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MutexHolder holder(_properties_lock);
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_window_event = window_event;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_window_event
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// Access: Published
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// Description: Returns the name of the event that is generated when
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// this window is modified externally, e.g. to be
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// resized or closed by the user. See set_window_event().
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////////////////////////////////////////////////////////////////////
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string GraphicsWindow::
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get_window_event() const {
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string result;
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MutexHolder holder(_properties_lock);
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result = _window_event;
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_num_input_devices
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// Access: Published
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// Description: Returns the number of separate input devices
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// associated with the window. Typically, a window will
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// have exactly one input device: the keyboard/mouse
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// pair. However, some windows may have no input
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// devices, and others may add additional devices, for
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// instance for a joystick.
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////////////////////////////////////////////////////////////////////
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int GraphicsWindow::
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get_num_input_devices() const {
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int result;
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{
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MutexHolder holder(_input_lock);
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result = _input_devices.size();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_input_device_name
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// Access: Published
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// Description: Returns the name of the nth input device.
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////////////////////////////////////////////////////////////////////
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string GraphicsWindow::
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get_input_device_name(int device) const {
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string result;
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{
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MutexHolder holder(_input_lock);
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nassertr(device >= 0 && device < (int)_input_devices.size(), "");
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result = _input_devices[device].get_name();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::has_pointer
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// Access: Published
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// Description: Returns true if the nth input device has a
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// screen-space pointer (for instance, a mouse), false
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// otherwise.
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////////////////////////////////////////////////////////////////////
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bool GraphicsWindow::
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has_pointer(int device) const {
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bool result;
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{
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MutexHolder holder(_input_lock);
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nassertr(device >= 0 && device < (int)_input_devices.size(), false);
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result = _input_devices[device].has_pointer();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::has_keyboard
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// Access: Published
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// Description: Returns true if the nth input device has a keyboard,
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// false otherwise.
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////////////////////////////////////////////////////////////////////
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bool GraphicsWindow::
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has_keyboard(int device) const {
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bool result;
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{
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MutexHolder holder(_input_lock);
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nassertr(device >= 0 && device < (int)_input_devices.size(), false);
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result = _input_devices[device].has_keyboard();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_pointer
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// Access: Published
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// Description: Returns the MouseData associated with the nth input
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// device's pointer.
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////////////////////////////////////////////////////////////////////
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MouseData GraphicsWindow::
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get_pointer(int device) const {
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MouseData result;
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{
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MutexHolder holder(_input_lock);
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nassertr(device >= 0 && device < (int)_input_devices.size(), MouseData());
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result = _input_devices[device].get_pointer();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::move_pointer
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// Access: Published, Virtual
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// Description: Forces the pointer to the indicated position within
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// the window, if possible.
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//
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// Returns true if successful, false on failure. This
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// may fail if the mouse is not currently within the
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// window, or if the API doesn't support this operation.
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////////////////////////////////////////////////////////////////////
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bool GraphicsWindow::
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move_pointer(int, int, int) {
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::close_ime
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// Access: Published, Virtual
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// Description: Forces the ime window to close if any
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//
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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close_ime() {
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return;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::has_button_event
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// Access: Public
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// Description: Returns true if the indicated device has a pending
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// button event (a mouse button or keyboard button
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// down/up), false otherwise. If this returns true, the
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// particular event may be extracted via
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// get_button_event().
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////////////////////////////////////////////////////////////////////
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bool GraphicsWindow::
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has_button_event(int device) const {
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bool result;
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{
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MutexHolder holder(_input_lock);
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nassertr(device >= 0 && device < (int)_input_devices.size(), false);
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result = _input_devices[device].has_button_event();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::get_button_event
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// Access: Public
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// Description: Assuming a previous call to has_button_event()
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// returned true, this returns the pending button event.
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////////////////////////////////////////////////////////////////////
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ButtonEvent GraphicsWindow::
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get_button_event(int device) {
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ButtonEvent result;
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{
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MutexHolder holder(_input_lock);
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nassertr(device >= 0 && device < (int)_input_devices.size(), ButtonEvent());
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nassertr(_input_devices[device].has_button_event(), ButtonEvent());
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result = _input_devices[device].get_button_event();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::verify_window_sizes
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// Access: Public, Virtual
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// Description: Determines which of the indicated window sizes are
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// supported by available hardware (e.g. in fullscreen
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// mode).
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//
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// On entry, dimen is an array containing contiguous x,y
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// pairs specifying possible display sizes; it is
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// numsizes*2 words long. The function will zero out
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// any invalid x,y size pairs. The return value is the
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// number of valid sizes that were found.
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//
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// Note this doesn't guarantee a resize attempt will
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// work; you still need to check the return value.
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//
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// (It might be better to implement some sort of query
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// interface that returns an array of supported sizes,
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// but this way is somewhat simpler and will do the job
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// on most cards, assuming they handle the std sizes the
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// app knows about.)
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////////////////////////////////////////////////////////////////////
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int GraphicsWindow::
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verify_window_sizes(int numsizes, int *dimen) {
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return numsizes;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::request_open
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// Access: Public, Virtual
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// Description: This is called by the GraphicsEngine to request that
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// the window (or whatever) open itself or, in general,
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// make itself valid, at the next call to
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// process_events().
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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request_open() {
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WindowProperties open_properties;
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open_properties.set_open(true);
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request_properties(open_properties);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::request_close
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// Access: Public, Virtual
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// Description: This is called by the GraphicsEngine to request that
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// the window (or whatever) close itself or, in general,
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// make itself invalid, at the next call to
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// process_events(). By that time we promise the gsg
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// pointer will be cleared.
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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request_close() {
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WindowProperties close_properties;
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close_properties.set_open(false);
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request_properties(close_properties);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::set_close_now
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// Access: Public, Virtual
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// Description: This is called by the GraphicsEngine to insist that
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// the window be closed immediately. This is only
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// called from the window thread.
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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set_close_now() {
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WindowProperties close_properties;
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close_properties.set_open(false);
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set_properties_now(close_properties);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::process_events
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// Access: Public, Virtual
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// Description: Do whatever processing is necessary to ensure that
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// the window responds to user events. Also, honor any
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// requests recently made via request_properties().
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//
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// This function is called only within the window
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// thread.
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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process_events() {
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if (_requested_properties.is_any_specified()) {
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// We don't bother to grab the mutex until after we have already
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// checked whether any properties have been specified. This is
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// technically sloppy, but it ought to be o.k. since it's just a
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// bitmask after all.
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WindowProperties properties;
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{
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MutexHolder holder(_properties_lock);
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properties = _requested_properties;
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_requested_properties.clear();
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set_properties_now(properties);
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if (properties.is_any_specified()) {
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display_cat.info()
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<< "Unable to set window properties: " << properties << "\n";
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_rejected_properties.add_properties(properties);
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsWindow::set_properties_now
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// Access: Public, Virtual
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// Description: Applies the requested set of properties to the
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// window, if possible, for instance to request a change
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// in size or minimization status.
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//
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// The window properties are applied immediately, rather
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// than waiting until the next frame. This implies that
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// this method may *only* be called from within the
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// window thread.
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//
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// The properties that have been applied are cleared
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// from the structure by this function; so on return,
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// whatever remains in the properties structure are
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// those that were unchanged for some reason (probably
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// because the underlying interface does not support
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// changing that property on an open window).
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////////////////////////////////////////////////////////////////////
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void GraphicsWindow::
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set_properties_now(WindowProperties &properties) {
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if (properties.has_open() &&
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properties.get_open() != _properties.get_open()) {
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// Open or close a new window. In this case we can get all of the
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// properties at once.
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_properties.add_properties(properties);
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properties.clear();
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if (_properties.get_open()) {
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if (open_window()) {
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// When the window is first opened, force its size to be
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// broadcast to its display regions.
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_x_size = _properties.get_x_size();
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_y_size = _properties.get_y_size();
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_has_size = true;
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_is_valid = true;
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TotalDisplayRegions::iterator dri;
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for (dri = _total_display_regions.begin();
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dri != _total_display_regions.end();
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++dri) {
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(*dri)->compute_pixels(_x_size, _y_size);
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}
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} else {
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// Since we can't even open the window, tag the
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// _rejected_properties with all of the window properties that
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// failed.
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_rejected_properties.add_properties(_properties);
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// And mark the window closed.
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_properties.set_open(false);
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}
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} else {
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// We can't close the window if its GSG hasn't been released
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// yet.
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nassertv(_gsg == (GraphicsStateGuardian *)NULL);
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close_window();
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_is_valid = false;
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}
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return;
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}
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if (!_properties.get_open()) {
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// The window is not currently open; we can set properties at
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// will.
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_properties.add_properties(properties);
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properties.clear();
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return;
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}
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// The window is already open; we are limited to what we can change
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// on the fly.
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if (properties.has_size() || properties.has_origin()) {
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// Consider changing the window's size and/or position.
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WindowProperties reshape_props;
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if (properties.has_size()) {
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reshape_props.set_size(properties.get_x_size(), properties.get_y_size());
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} else {
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reshape_props.set_size(_properties.get_x_size(), _properties.get_y_size());
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}
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if (properties.has_origin() && !is_fullscreen()) {
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reshape_props.set_origin(properties.get_x_origin(), properties.get_y_origin());
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} else {
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reshape_props.set_origin(_properties.get_x_origin(), _properties.get_y_origin());
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}
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if (reshape_props.get_x_size() != _properties.get_x_size() ||
|
|
reshape_props.get_y_size() != _properties.get_y_size() ||
|
|
reshape_props.get_x_origin() != _properties.get_x_origin() ||
|
|
reshape_props.get_y_origin() != _properties.get_y_origin()) {
|
|
if (do_reshape_request(reshape_props.get_x_origin(),
|
|
reshape_props.get_y_origin(),
|
|
reshape_props.get_x_size(),
|
|
reshape_props.get_y_size())) {
|
|
system_changed_size(reshape_props.get_x_size(),
|
|
reshape_props.get_y_size());
|
|
_properties.add_properties(reshape_props);
|
|
properties.clear_size();
|
|
properties.clear_origin();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (properties.has_fullscreen() &&
|
|
properties.get_fullscreen() == _properties.get_fullscreen()) {
|
|
// Fullscreen property specified, but unchanged.
|
|
properties.clear_fullscreen();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsWindow::close_window
|
|
// Access: Protected, Virtual
|
|
// Description: Closes the window right now. Called from the window
|
|
// thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsWindow::
|
|
close_window() {
|
|
display_cat.info()
|
|
<< "Closing " << get_type() << "\n";
|
|
_is_valid = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsWindow::open_window
|
|
// Access: Protected, Virtual
|
|
// Description: Opens the window right now. Called from the window
|
|
// thread. Returns true if the window is successfully
|
|
// opened, or false if there was a problem.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsWindow::
|
|
open_window() {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsWindow::reset_window
|
|
// Access: Protected, Virtual
|
|
// Description: resets the window framebuffer from its derived
|
|
// children. Does nothing here.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsWindow::
|
|
reset_window(bool swapchain) {
|
|
display_cat.info()
|
|
<< "Resetting " << get_type() << "\n";
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsWindow::do_reshape_request
|
|
// Access: Protected, Virtual
|
|
// Description: Called from the window thread in response to a request
|
|
// from within the code (via request_properties()) to
|
|
// change the size and/or position of the window.
|
|
// Returns true if the window is successfully changed,
|
|
// or false if there was a problem.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsWindow::
|
|
do_reshape_request(int x_origin, int y_origin, int x_size, int y_size) {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsWindow::system_changed_properties
|
|
// Access: Protected
|
|
// Description: Should be called (from within the window thread) when
|
|
// process_events() detects an external change in some
|
|
// important window property; for instance, when the
|
|
// user resizes the window.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsWindow::
|
|
system_changed_properties(const WindowProperties &properties) {
|
|
if (display_cat.is_debug()) {
|
|
display_cat.debug()
|
|
<< "system_changed_properties(" << properties << ")\n";
|
|
}
|
|
|
|
MutexHolder holder(_properties_lock);
|
|
|
|
if (properties.has_size()) {
|
|
system_changed_size(properties.get_x_size(), properties.get_y_size());
|
|
}
|
|
|
|
WindowProperties old_properties = _properties;
|
|
_properties.add_properties(properties);
|
|
if (_properties != old_properties) {
|
|
throw_event(_window_event, this);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsWindow::system_changed_size
|
|
// Access: Protected
|
|
// Description: An internal function to update all the DisplayRegions
|
|
// with the new size of the window. This should always
|
|
// be called before changing the _size members of the
|
|
// _properties structure.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsWindow::
|
|
system_changed_size(int x_size, int y_size) {
|
|
if (display_cat.is_debug()) {
|
|
display_cat.debug()
|
|
<< "system_changed_size(" << x_size << ", " << y_size << ")\n";
|
|
}
|
|
|
|
if (x_size != _properties.get_x_size() ||
|
|
y_size != _properties.get_y_size()) {
|
|
_x_size = x_size;
|
|
_y_size = y_size;
|
|
_has_size = true;
|
|
|
|
TotalDisplayRegions::iterator dri;
|
|
for (dri = _total_display_regions.begin();
|
|
dri != _total_display_regions.end();
|
|
++dri) {
|
|
(*dri)->compute_pixels(_x_size, _y_size);
|
|
}
|
|
}
|
|
}
|