//========= Copyright Valve Corporation, All rights reserved. ============// // // ilaunchermgr.h // //================================================================================================== #ifndef ILAUNCHERMGR_H #define ILAUNCHERMGR_H #ifdef _WIN32 #pragma once #endif #if defined(USE_SDL) #include "appframework/IAppSystem.h" #include "tier0/threadtools.h" #if defined(DX_TO_GL_ABSTRACTION) #include "togl/linuxwin/glmdisplay.h" #include "togl/linuxwin/glmgrbasics.h" class GLMDisplayDB; class CShowPixelsParams; #endif // if you rev this version also update materialsystem/cmaterialsystem.cpp // CMaterialSystem::Connect as it defines the string directly #define SDLMGR_INTERFACE_VERSION "SDLMgrInterface001" class CCocoaEvent; class CStackCrawlParams; typedef struct SDL_Cursor SDL_Cursor; class ILauncherMgr : public IAppSystem { public: virtual bool Connect(CreateInterfaceFn factory) = 0; virtual void Disconnect() = 0; virtual void *QueryInterface(const char *pInterfaceName) = 0; // Init, shutdown virtual InitReturnVal_t Init() = 0; virtual void Shutdown() = 0; // Create the window. virtual bool CreateGameWindow(const char *pTitle, bool bWindowed, int width, int height) = 0; virtual void IncWindowRefCount() = 0; virtual void DecWindowRefCount() = 0; // Get the next N events. The function returns the number of events that // were filled into your array. virtual int GetEvents(CCocoaEvent *pEvents, int nMaxEventsToReturn, bool debugEvents = false) = 0; #ifdef LINUX virtual int PeekAndRemoveKeyboardEvents(bool *pbEsc, bool *pbReturn, bool *pbSpace, bool debugEvents = false) = 0; #endif // Set the mouse cursor position. virtual void SetCursorPosition(int x, int y) = 0; virtual void SetWindowFullScreen(bool bFullScreen, int nWidth, int nHeight) = 0; virtual bool IsWindowFullScreen() = 0; virtual void MoveWindow(int x, int y) = 0; virtual void SizeWindow(int width, int tall) = 0; virtual void PumpWindowsMessageLoop() = 0; virtual void DestroyGameWindow() = 0; virtual void SetApplicationIcon(const char *pchAppIconFile) = 0; virtual void GetMouseDelta(int &x, int &y, bool bIgnoreNextMouseDelta = false) = 0; virtual void GetNativeDisplayInfo( int nDisplay, uint &nWidth, uint &nHeight, uint &nRefreshHz) = 0; // Retrieve the size of the monitor (desktop) virtual void RenderedSize(uint &width, uint &height, bool set) = 0; // either set or retrieve rendered // size value (from dxabstract) virtual void DisplayedSize( uint &width, uint &height) = 0; // query backbuffer size (window size // whether FS or windowed) #if defined(DX_TO_GL_ABSTRACTION) virtual PseudoGLContextPtr GetMainContext() = 0; // Get the NSGLContext for a window's main view - note this is the carbon // windowref as an argument virtual PseudoGLContextPtr GetGLContextForWindow(void *windowref) = 0; virtual PseudoGLContextPtr CreateExtraContext() = 0; virtual void DeleteContext(PseudoGLContextPtr hContext) = 0; virtual bool MakeContextCurrent(PseudoGLContextPtr hContext) = 0; virtual GLMDisplayDB *GetDisplayDB(void) = 0; virtual void GetDesiredPixelFormatAttribsAndRendererInfo( uint **ptrOut, uint *countOut, GLMRendererInfoFields *rendInfoOut) = 0; virtual void ShowPixels(CShowPixelsParams *params) = 0; #endif virtual void GetStackCrawl(CStackCrawlParams *params) = 0; virtual void WaitUntilUserInput(int msSleepTime) = 0; virtual void *GetWindowRef() = 0; virtual void SetMouseVisible(bool bState) = 0; virtual void SetMouseCursor(SDL_Cursor *hCursor) = 0; virtual void SetForbidMouseGrab(bool bForbidMouseGrab) = 0; virtual void OnFrameRendered() = 0; virtual void SetGammaRamp(const uint16 *pRed, const uint16 *pGreen, const uint16 *pBlue) = 0; virtual double GetPrevGLSwapWindowTime() = 0; }; extern ILauncherMgr *g_pLauncherMgr; enum CocoaEventType_t { CocoaEvent_KeyDown, CocoaEvent_KeyUp, CocoaEvent_MouseButtonDown, CocoaEvent_MouseMove, CocoaEvent_MouseButtonUp, CocoaEvent_AppActivate, CocoaEvent_MouseScroll, CocoaEvent_AppQuit, CocoaEvent_Deleted, // Event was one of the above, but has been handled and // should be ignored now. }; // enum values need to match bit-shifting logic in // CInputSystem::UpdateMouseButtonState and the codes from NSEvent // pressedMouseButtons, turns out the two are in agreement right now enum CocoaMouseButton_t { COCOABUTTON_LEFT = 1 << 0, COCOABUTTON_RIGHT = 1 << 1, COCOABUTTON_MIDDLE = 1 << 2, COCOABUTTON_4 = 1 << 3, COCOABUTTON_5 = 1 << 4, }; enum ECocoaKeyModifier { eCapsLockKey, eShiftKey, eControlKey, eAltKey, // aka option eCommandKey }; class CCocoaEvent { public: CocoaEventType_t m_EventType; int m_VirtualKeyCode; wchar_t m_UnicodeKey; wchar_t m_UnicodeKeyUnmodified; uint m_ModifierKeyMask; // int m_MousePos[2]; int m_MouseButtonFlags; // Current state of the mouse buttons. See // COCOABUTTON_xxxx. uint m_nMouseClickCount; int m_MouseButton; // which of the CocoaMouseButton_t buttons this is for // from above }; #endif // defined( USE_SDL ) #endif // ILAUNCHERMGR_H