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Ultralight-SDK/include/AppCore/Window.h
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Andrew Zambazos a2784f684b moved to root
2026-06-11 14:09:53 +12:00

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/**************************************************************************************************
* This file is a part of Ultralight, an ultra-portable web-browser engine. *
* *
* See <https://ultralig.ht> for licensing and more. *
* *
* (C) 2024 Ultralight, Inc. *
**************************************************************************************************/
#pragma once
#include "Defines.h"
#include <Ultralight/RefPtr.h>
#include <Ultralight/Listener.h>
#include <Ultralight/Bitmap.h>
#include <Ultralight/KeyEvent.h>
#include <Ultralight/MouseEvent.h>
#include <Ultralight/ScrollEvent.h>
namespace ultralight {
class Monitor;
class OverlayManager;
class Surface;
class Window;
///
/// Interface for all Window-related events. @see Window::set_listener
///
class WindowListener {
public:
virtual ~WindowListener() {}
///
/// Called when the Window is closed.
///
virtual void OnClose(ultralight::Window* window) { }
///
/// Called when the Window is resized.
///
/// @param width The new width (in pixels).
///
/// @param height The new height (in pixels).
///
virtual void OnResize(ultralight::Window* window, uint32_t width_px, uint32_t height_px) { }
///
/// Called when a keyboard event is fired.
///
/// @param evt Details for the event.
///
/// @return Return false to consume the event and prevent it from propagating further.
///
virtual bool OnKeyEvent(const ultralight::KeyEvent& evt) { return true; }
///
/// Called when a mouse event is fired.
///
/// @param evt Details for the event.
///
/// @return Return false to consume the event and prevent it from propagating further.
///
virtual bool OnMouseEvent(const ultralight::MouseEvent& evt) { return true; }
///
/// Called when a scroll event is fired.
///
/// @param evt Details for the event.
///
/// @return Return false to consume the event and prevent it from propagating further.
///
virtual bool OnScrollEvent(const ultralight::ScrollEvent& evt) { return true; }
};
///
/// Window creation flags. @see Window::Create
///
enum WindowFlags : uint8_t {
kWindowFlags_Borderless = 1 << 0,
kWindowFlags_Titled = 1 << 1,
kWindowFlags_Resizable = 1 << 2,
kWindowFlags_Maximizable = 1 << 3,
kWindowFlags_Hidden = 1 << 4,
};
///
/// A platform-specific window.
///
/// This class describes a platform-specific window and provides methods for managing it.
///
/// ## Creating a Window
///
/// To create a new Window, use the static Window::Create method:
///
/// ```
/// auto window = Window::Create(monitor, 1024, 768, false, kWindowFlags_Titled);
/// ```
///
/// ## Setting a WindowListener
///
/// To receive callbacks for window-related events, set a WindowListener:
///
/// ```
/// class MyWindowListener : public WindowListener {
/// virtual void OnClose(Window* window) override {
/// printf("Window closed!\n");
/// }
/// };
///
/// auto listener = new MyWindowListener();
/// window->set_listener(listener);
/// ```
///
/// ## Coordinate Systems
///
/// Monitors and may windows may have a device scale applied by the OS (for example, a Retina
/// display on macOS may have a 2x or 3x DPI scale).
///
/// To convert between screen coordinates and pixel coordinates, use the following equation:
///
/// ```
/// pixel_coordinate = round(screen_coordinate * scale)
/// ```
///
class AExport Window : public RefCounted {
public:
///
/// Create a new Window.
///
/// @param monitor The monitor to create the Window on.
///
/// @param width The width (in screen coordinates).
///
/// @param height The height (in screen coordinates).
///
/// @param fullscreen Whether or not the window is fullscreen.
///
/// @param window_flags Various window flags.
///
/// @note
/// \parblock
///
/// Windows are immediately shown by default unless kWindowFlags_Hidden is set in the
/// window_flags parameter. (They can be shown later via Window::Show())
///
/// \endparblock
///
/// @note
/// \parblock
///
/// Screen coordinates are device-scale-independent and have the following relationship
/// to pixel coordinates:
///
/// \code
/// pixel_coordinate = round(screen_coordinate * scale)
/// \endcode
///
/// \endparblock
///
static RefPtr<Window> Create(Monitor* monitor, uint32_t width, uint32_t height,
bool fullscreen, unsigned int window_flags);
///
/// Set a WindowListener to receive callbacks for window-related events.
///
/// @note Ownership remains with the caller.
///
virtual void set_listener(WindowListener* listener) = 0;
///
/// Get the WindowListener, if any.
///
virtual WindowListener* listener() = 0;
///
/// Get the window width (in screen coordinates).
///
virtual uint32_t screen_width() const = 0;
///
/// Get the window width (in pixels).
///
virtual uint32_t width() const = 0;
///
/// Get the window height (in screen coordinates).
///
virtual uint32_t screen_height() const = 0;
///
/// Get the window height (in pixels).
///
virtual uint32_t height() const = 0;
///
/// Move the window to a new position (in screen coordinates) relative to the top-left of the
/// monitor area.
///
virtual void MoveTo(int x, int y) = 0;
///
/// Move the window to the center of the monitor.
///
virtual void MoveToCenter() = 0;
///
/// Get the x-position of the window (in screen coordinates) relative to the top-left of the
/// monitor area.
///
virtual int x() const = 0;
///
/// Get the y-position of the window (in screen coordinates) relative to the top-left of the
/// monitor area.
///
virtual int y() const = 0;
///
/// Whether or not the window is fullscreen.
///
virtual bool is_fullscreen() const = 0;
///
/// Whether or not the window is GPU accelerated.
///
virtual bool is_accelerated() const = 0;
///
/// The render buffer id of the the window's backing texture.
/// (This will be 0 if the window is not accelerated).
///
virtual uint32_t render_buffer_id() const = 0;
///
/// The DPI scale of the window.
///
virtual double scale() const = 0;
///
/// Set the window title.
///
virtual void SetTitle(const char* title) = 0;
///
/// Set the cursor.
///
virtual void SetCursor(ultralight::Cursor cursor) = 0;
///
/// Show the window (if it was previously hidden).
///
virtual void Show() = 0;
///
/// Hide the window.
///
virtual void Hide() = 0;
///
/// Whether or not the window is currently visible (not hidden).
///
virtual bool is_visible() const = 0;
///
/// Close the window.
///
virtual void Close() = 0;
///
/// Convert screen coordinates to pixels using the current DPI scale.
///
virtual int ScreenToPixels(int val) const = 0;
///
/// Convert pixels to screen coordinates using the current DPI scale.
///
virtual int PixelsToScreen(int val) const = 0;
///
/// Draw a surface directly to window, used only by CPU renderer
///
virtual void DrawSurface(int x, int y, Surface* surface) {}
///
/// Get the underlying native window handle.
///
/// @note
/// This is:
/// - HWND on Windows
/// - NSWindow* on macOS
/// - GLFWwindow* on Linux
///
virtual void* native_handle() const = 0;
///
/// Display frame statistics (FPS, frame times, etc.) in the titlebar.
///
virtual void EnableFrameStatistics() {}
protected:
virtual ~Window();
virtual bool platform_always_uses_cpu_renderer() const = 0;
virtual OverlayManager* overlay_manager() const = 0;
friend class OverlayImpl;
};
} // namespace ultralight