haiku/headers/os/game/DirectWindow.h
ejakowatz 52a3801208 It is accomplished ...
git-svn-id: file:///srv/svn/repos/haiku/trunk/current@10 a95241bf-73f2-0310-859d-f6bbb57e9c96
2002-07-09 12:24:59 +00:00

138 lines
4.5 KiB
C++

/*****************************************************************************/
// DirectWindow.h
//
// A "client window class for direct screen access."
//
//
// Copyright (c) 2001 OpenBeOS Project
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
/*****************************************************************************/
#ifndef GAME_KIT_DIRECT_WINDOW
#define GAME_KIT_DIRECT_WINDOW
#include <Region.h>
#include <Window.h>
class BDirectDriver;
// State of the direct access when called back through DirectConnected.
enum direct_buffer_state
{
B_DIRECT_MODE_MASK = 15,
B_DIRECT_START = 0,
B_DIRECT_STOP = 1,
B_DIRECT_MODIFY = 2,
B_CLIPPING_MODIFIED = 16,
B_BUFFER_RESIZED = 32,
B_BUFFER_MOVED = 64,
B_BUFFER_RESET = 128
};
// State of the direct driver and its hooks functions.
enum direct_driver_state
{
B_DRIVER_CHANGED = 0x0001,
B_MODE_CHANGED = 0x0002
};
// Frame buffer access descriptor.
typedef struct
{
direct_buffer_state buffer_state;
direct_driver_state driver_state;
void *bits;
void *pci_bits;
int32 bytes_per_row;
uint32 bits_per_pixel;
color_space pixel_format;
buffer_layout layout;
buffer_orientation orientation;
uint32 _reserved[9];
uint32 _dd_type_;
uint32 _dd_token_;
uint32 clip_list_count;
clipping_rect window_bounds;
clipping_rect clip_bounds;
clipping_rect clip_list[1];
} direct_buffer_info;
class BDirectWindow : public BWindow
{
public:
// Construction and destruction.
BDirectWindow( BRect frame, const char* pTitle, window_type type,
uint32 flags, uint32 workspace = B_CURRENT_WORKSPACE );
BDirectWindow( BRect frame, const char* pTitle, window_look look,
window_feel feel, uint32 flags, uint32 workspace = B_CURRENT_WORKSPACE );
virtual ~BDirectWindow();
// Save and restore.
static BArchivable* Instantiate( BMessage* pData );
virtual status_t Archive( BMessage *data, bool deep = true ) const;
virtual void DirectConnected( direct_buffer_info* pInfo );
status_t GetClippingRegion( BRegion* pRegion, BPoint* pOrigin = NULL ) const;
status_t SetFullScreen( bool enable );
bool IsFullScreen() const;
static bool SupportsWindowMode( screen_id = B_MAIN_SCREEN_ID );
// Defined for future extension (fragile base class). Otherwise
// identical to BWindow.
virtual void Quit();
virtual void DispatchMessage( BMessage* pMessage, BHandler* pHandler );
virtual void MessageReceived( BMessage* pMessage );
virtual void FrameMoved( BPoint new_position );
virtual void WorkspacesChanged( uint32 old_workspace, uint32 new_workspace );
virtual void WorkspaceActivated( int32 workspace, bool state );
virtual void FrameResized( float new_width, float new_height );
virtual void Minimize( bool minimize );
virtual void Zoom( BPoint rec_position, float rec_width, float rec_height );
virtual void ScreenChanged( BRect screen_size, color_space depth );
virtual void MenusBeginning();
virtual void MenusEnded();
virtual void WindowActivated( bool state );
virtual void Show();
virtual void Hide();
virtual status_t GetSupportedSuites( BMessage* pData );
virtual status_t Perform( perform_code performCode, void* pArg );
virtual BHandler * ResolveSpecifier( BMessage* pMsg, int32 index,
BMessage* pSpecifier, int32 form, const char* pProperty );
private:
// No copying allowed.
BDirectWindow();
BDirectWindow( BDirectWindow& );
BDirectWindow& operator=( BDirectWindow& );
private:
// Fill in all the particulars relating to our implementation,
// once we know what they're going to be, here.
}
#endif // GAME_KIT_DIRECT_WINDOW