/
baseguiapp.h
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/
baseguiapp.h
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/** @file baseguiapp.h Base class for GUI applications.
*
* @authors Copyright © 2014 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* LGPL: http://www.gnu.org/licenses/lgpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 3 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
* General Public License for more details. You should have received a copy of
* the GNU Lesser General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#ifndef LIBAPPFW_BASEGUIAPP_H
#define LIBAPPFW_BASEGUIAPP_H
#include "../libappfw.h"
#include "../PersistentState"
#include <de/GuiApp>
#include <de/GLShaderBank>
#include <de/WaveformBank>
/**
* Macro for conveniently accessing the de::BaseGuiApp singleton instance.
*/
#define DENG2_BASE_GUI_APP (static_cast<de::BaseGuiApp *>(qApp))
namespace de {
class VRConfig;
/**
* Base class for GUI applications.
*
* Contains all the shared resources and other data that is needed by the UI framework.
*
* @ingroup appfw
*/
class LIBAPPFW_PUBLIC BaseGuiApp : public GuiApp
{
public:
BaseGuiApp(int &argc, char **argv);
void initSubsystems(SubsystemInitFlags flags = DefaultSubsystems);
double dpiFactor() const;
/**
* Enters the "native UI" mode that temporarily switches the main window to a
* regular window and restores the desktop display mode. This allows the user to
* access native UI widgets normally.
*
* Call this before showing native UI widgets. You must call endNativeUIMode()
* afterwards.
*/
void beginNativeUIMode();
/**
* Ends the "native UI" mode, restoring the previous main window properties.
*/
void endNativeUIMode();
public:
static BaseGuiApp &app();
static PersistentState &persistentUIState();
static GLShaderBank &shaders();
static WaveformBank &waveforms();
static VRConfig &vr();
private:
DENG2_PRIVATE(d)
};
} // namespace de
#endif // LIBAPPFW_BASEGUIAPP_H