// // "$Id$" // // Definition of Apple Cocoa window driver // for the Fast Light Tool Kit (FLTK). // // Copyright 2010-2016 by Bill Spitzak and others. // // This library is free software. Distribution and use rights are outlined in // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // // http://www.fltk.org/COPYING.php // // Please report all bugs and problems on the following page: // // http://www.fltk.org/str.php // /** \file Fl_Cocoa_Window_Driver.H \brief Definition of Apple Cocoa window driver. */ #ifndef FL_COCOA_WINDOW_DRIVER_H #define FL_COCOA_WINDOW_DRIVER_H #include #include class Fl_Image; class Fl_Window; #ifdef __OBJC__ @class CALayer; @class NSCursor; @class FLWindow; #else class CALayer; class NSCursor; class FLWindow; #endif // __OBJC__ /* Move everything here that manages the native window interface. There is one window driver for each Fl_Window. Window drivers manage window actions such as resizing, events, decoration, fullscreen modes, etc. . All drawing and rendering is managed by the Surface device and the associated graphics driver. - window specific event handling - window types and styles, depth, etc. - decorations ? where do we handle the interface between OpenGL/DirectX and Cocoa/WIN32/Glx? */ struct Fl_Window_Driver::shape_data_type { Fl_Image* shape_; ///< shape image typedef struct CGImage* CGImageRef; CGImageRef mask; }; class FL_EXPORT Fl_Cocoa_Window_Driver : public Fl_Window_Driver { private: void shape_bitmap_(Fl_Image* b); void shape_alpha_(Fl_Image* img, int offset); CGRect* subRect_; // makes sure subwindow remains inside its parent window // stores 3 binary flags: whether window is mapped to retina display; whether resolution just changed; // whether window is OpenGL and is currently being resized. unsigned window_flags_; public: Fl_Cocoa_Window_Driver(Fl_Window*); ~Fl_Cocoa_Window_Driver(); static inline Fl_Cocoa_Window_Driver* driver(Fl_Window *w) {return (Fl_Cocoa_Window_Driver*)w->driver();} CGContextRef gc; // graphics context NSCursor *cursor; static void q_release_context(Fl_Cocoa_Window_Driver *x = 0); // free all resources associated with gc void set_key_window(); bool mapped_to_retina(); // is window mapped to retina display? void mapped_to_retina(bool); // sets whether window is mapped to retina display bool changed_resolution(); // did window just moved to display with another resolution? void changed_resolution(bool);// sets whether window just moved to display with another resolution bool in_windowDidResize(); // is window performing windowDidResize? void in_windowDidResize(bool); // sets whether window is performing windowDidResize CGRect* subRect() { return subRect_; } // getter void subRect(CGRect *r) { subRect_ = r; } // setter static void destroy(FLWindow*); unsigned char *bitmap_from_window_rect(int x, int y, int w, int h, int *bytesPerPixel); CGImageRef CGImage_from_window_rect(int x, int y, int w, int h); // --- window data virtual int decorated_w(); virtual int decorated_h(); // --- window management virtual Fl_X *makeWindow(); virtual void take_focus(); virtual void flush(); virtual void flush_overlay(); virtual void draw_begin(); virtual void draw_end(); virtual void make_current(); virtual void label(const char *name, const char *mininame); virtual void show(); virtual void resize(int X,int Y,int W,int H); virtual void hide(); virtual void map(); virtual void unmap(); virtual void fullscreen_on(); virtual void fullscreen_off(int X, int Y, int W, int H); virtual void size_range(); virtual void iconize(); virtual void decoration_sizes(int *top, int *left, int *right, int *bottom); // --- window cursor stuff virtual int set_cursor(Fl_Cursor); virtual int set_cursor(const Fl_RGB_Image*, int, int); virtual void shape(const Fl_Image* img); // that one is implemented in Fl_Cocoa.mm because it uses Objective-c virtual void capture_titlebar_and_borders(Fl_Shared_Image*& top, Fl_Shared_Image*& left, Fl_Shared_Image*& bottom, Fl_Shared_Image*& right); //this one is in Fl_cocoa.mm because it uses Objective-c virtual void wait_for_expose(); static void draw_layer_to_context(CALayer *layer, CGContextRef gc, int w, int h); virtual int scroll(int src_x, int src_y, int src_w, int src_h, int dest_x, int dest_y, void (*draw_area)(void*, int,int,int,int), void* data); }; #endif // FL_COCOA_WINDOW_DRIVER_H // // End of "$Id$". //