/
clientwindow.h
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/
clientwindow.h
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/** @file clientwindow.h Top-level window with UI widgets.
*
* @authors Copyright © 2012-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2013 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 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 General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, write to the Free
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA
* 02110-1301 USA</small>
*/
#ifndef CLIENT_CLIENTWINDOW_H
#define CLIENT_CLIENTWINDOW_H
#include <de/PersistentCanvasWindow>
#include <de/BaseWindow>
#include <de/NotificationWidget>
#include "ui/clientrootwidget.h"
#include "resource/image.h"
#include "ui/widgets/gamewidget.h"
/**
* Macro for conveniently accessing the current active window. There is always
* one active window, so no need to worry about NULLs. The easiest way to get
* information about the window where drawing is done.
*/
//#define DENG_WINDOW (&ClientWindow::main())
#define DENG_GAMEVIEW_X ClientWindow::main().game().rule().left().valuei()
#define DENG_GAMEVIEW_Y ClientWindow::main().game().rule().top().valuei()
#define DENG_GAMEVIEW_WIDTH ClientWindow::main().game().rule().width().valuei()
#define DENG_GAMEVIEW_HEIGHT ClientWindow::main().game().rule().height().valuei()
/**
* A helpful macro that changes the origin of the window space coordinate system.
*/
#define FLIP(y) (ClientWindow::main().height() - ((y)+1))
class ConsoleWidget;
class TaskBarWidget;
class BusyWidget;
class AlertDialog;
/**
* Top-level window that contains a libdeng2 UI widgets. @ingroup gui
*/
class ClientWindow : public de::BaseWindow,
DENG2_OBSERVES(de::Canvas, GLInit),
DENG2_OBSERVES(de::Canvas, GLResize)
{
Q_OBJECT
public:
enum Mode {
Normal,
Busy
};
enum SidebarLocation {
RightEdge
};
public:
ClientWindow(de::String const &id = "main");
ClientRootWidget &root();
TaskBarWidget &taskBar();
de::GuiWidget &taskBarBlur();
ConsoleWidget &console();
de::NotificationWidget ¬ifications();
GameWidget &game();
BusyWidget &busy();
AlertDialog &alerts();
/**
* Adds a widget to the widget tree so that it will be displayed over
* other widgets.
*
* @param widget Widget to add on top of others. Ownership of the
* widget taken by the new parent.
*/
void addOnTop(de::GuiWidget *widget);
/**
* Installs a sidebar widget into the window. If there is an existing
* sidebar, it will be deleted. Sidebar widgets are expected to control
* their own width (on the right/left edges) or height (on the top/bottom
* edges).
*
* @param location Location to attach the sidebar. Window takes ownership
* of the widget.
* @param sidebar Widget to install, or @c NULL to remove the sidebar.
*/
void setSidebar(SidebarLocation location, de::GuiWidget *sidebar);
void unsetSidebar(SidebarLocation location) { setSidebar(location, 0); }
bool hasSidebar(SidebarLocation location = RightEdge) const;
/**
* Sets the operating mode of the window. In Busy mode, the normal
* widgets of the window will be replaced with a single BusyWidget.
*
* @param mode Mode.
*/
void setMode(Mode const &mode);
/**
* Must be called before any canvas windows are created. Defines the
* default OpenGL format settings for the contained canvases.
*
* @return @c true, if the new format was applied. @c false, if the new
* format remains the same because none of the settings have changed.
*/
static bool setDefaultGLFormat();
/**
* Determines whether the contents of a window should be drawn during the
* execution of the main loop callback, or should we wait for an update event
* from the windowing system.
*/
bool shouldRepaintManually() const;
/**
* Grab the contents of the window into the supplied @a image. Ownership of
* the image passes to the window for the duration of this call.
*
* @param image Image to fill with the grabbed frame contents.
* @param halfSized If @c true, scales the image to half the full size.
*/
void grab(image_t &image, bool halfSized = false) const;
/**
* Draws the untransformed game-related contents of the window. The drawing
* is done immediately; this must be called from the main/UI thread.
*
* The current render target is cleared before drawing.
*/
void drawGameContent();
void updateCanvasFormat();
void updateRootSize();
// Notifications.
bool isFPSCounterVisible() const;
// Events.
void closeEvent(QCloseEvent *);
void canvasGLReady(de::Canvas &);
void canvasGLInit(de::Canvas &);
void canvasGLResized(de::Canvas &);
// Implements BaseWindow.
de::Vector2f windowContentSize();
void drawWindowContent();
void preDraw();
void postDraw();
bool handleFallbackEvent(de::Event const &event);
static ClientWindow &main();
protected:
bool prepareForDraw();
public slots:
void toggleFPSCounter();
void showColorAdjustments();
private:
DENG2_PRIVATE(d)
};
#endif // CANVASWINDOW_H