// // Definition of Apple Cocoa window driver // for the Fast Light Tool Kit (FLTK). // // Copyright 2010-2022 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: // // https://www.fltk.org/COPYING.php // // Please see the following page on how to report bugs and issues: // // https://www.fltk.org/bugs.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 "../../Fl_Window_Driver.H" #include #include class Fl_Image; class Fl_Window; #ifdef __OBJC__ @class CALayer; @class NSCursor; @class NSImage; @class FLWindow; @class NSOpenGLContext; @class NSOpenGLPixelFormat; #else class CALayer; class NSCursor; class NSImage; class FLWindow; class NSOpenGLContext; class NSOpenGLPixelFormat; #endif // __OBJC__ /** \cond DriverDev \addtogroup DriverDeveloper \{ */ /* 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/Windows/Glx? */ struct Fl_Window_Driver::shape_data_type { Fl_Image* shape_; ///< shape image typedef struct CGImage* CGImageRef; CGImageRef mask; }; /** \} \endcond */ 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's view received the [FLView view_did_resize] message unsigned window_flags_; int screen_num_; // number of screen where window is mapped public: Fl_Cocoa_Window_Driver(Fl_Window*); ~Fl_Cocoa_Window_Driver(); static inline Fl_Cocoa_Window_Driver* driver(const Fl_Window *w) {return (Fl_Cocoa_Window_Driver*)Fl_Window_Driver::driver(w);} CGContextRef gc; // graphics context NSCursor *cursor; static void q_release_context(Fl_Cocoa_Window_Driver *x = 0); // free all resources associated with gc static void clip_to_rounded_corners(CGContextRef gc, int w, int h); 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 view_resized(); // did window's view receive [FLView view_did_resize] message? void view_resized(bool b); // sets whether window's view received [FLView view_did_resize] message bool through_resize(); // did Fl_Window::resize() run already void through_resize(bool b); // set whether Fl_Window::resize() run already CGRect* subRect() { return subRect_; } // getter void subRect(CGRect *r) { subRect_ = r; } // setter static void destroy(FLWindow*); CGImageRef CGImage_from_window_rect(int x, int y, int w, int h, bool capture_subwins = true); // --- window data virtual int decorated_w(); virtual int decorated_h(); virtual const Fl_Image* shape(); // --- 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 destroy_double_buffer(); 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 use_border(); virtual void size_range(); virtual void iconize(); virtual void decoration_sizes(int *top, int *left, int *right, int *bottom); virtual int screen_num(); virtual void screen_num(int n); // --- 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); // next 4 are in Fl_cocoa.mm because they use Objective-c virtual void capture_titlebar_and_borders(Fl_RGB_Image*& top, Fl_RGB_Image*& left, Fl_RGB_Image*& bottom, Fl_RGB_Image*& right); virtual void wait_for_expose(); void draw_titlebar_to_context(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); // these functions are OpenGL-related and use objective-c // they are put here to avoid libfltk_gl dependency in Fl_cocoa.mm static NSOpenGLContext* create_GLcontext_for_window(NSOpenGLPixelFormat *pixelformat, NSOpenGLContext *shared_ctx, Fl_Window *window); static NSOpenGLPixelFormat *mode_to_NSOpenGLPixelFormat(int mode, const int*); // uses Objective-c static void GLcontext_update(NSOpenGLContext*); // uses Objective-c static void GLcontext_release(NSOpenGLContext*); // uses Objective-c static void flush_context(NSOpenGLContext*); // uses Objective-c static void GLcontext_makecurrent(NSOpenGLContext*); // uses Objective-c static void GL_cleardrawable(void); // uses Objective-c static void gl_start(NSOpenGLContext*); // uses Objective-c //icons virtual void icons(const Fl_RGB_Image *icons[], int count); NSImage *icon_image; virtual fl_uintptr_t os_id(); }; class Fl_Cocoa_Plugin : public Fl_Plugin { public: Fl_Cocoa_Plugin(const char *pluginName) : Fl_Plugin(klass(), pluginName) { } virtual const char *klass() { return "fltk:cocoa"; } virtual const char *name() = 0; virtual void resize(Fl_Gl_Window *glw, int x, int y, int w, int h) = 0; }; #endif // FL_COCOA_WINDOW_DRIVER_H