129 Commits

Author SHA1 Message Date
c1f6bcb83f some linux work from summer
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2025-10-12 18:06:23 +03:00
eca4f6d9bc Merge remote-tracking branch 'origin/1.11' into work
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2025-07-05 14:19:52 +03:00
802074fca3 Update package requirements for Wayland 2025-07-05 12:55:25 +03:00
0bb13e1d91 Add overloads for physics queries with user-provided buffers 2025-07-05 12:36:11 +03:00
db47531a6d Support marshalling Arrays as dynamic arrays in scripting API 2025-07-05 12:36:11 +03:00
51feaa0730 Release mouse relative mode when focus changes during mouse tracking
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2025-07-03 23:21:42 +03:00
8e69aa8bd6 Fix error while closing Editor
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2025-07-03 22:57:07 +03:00
90b2fded48 Merge remote-tracking branch 'origin/master' into sdl_platform
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# Conflicts:
#	Source/Editor/Windows/SceneTreeWindow.cs
2025-07-03 22:05:29 +03:00
9125ffeb9e Update third-party label in About dialog 2025-07-03 22:02:37 +03:00
28980e5fbf Cleanup 2025-07-03 22:02:36 +03:00
aab0d772a4 Implement client-side window decorations for Editor windows 2025-07-03 22:02:36 +03:00
6296e1a9eb Fix linker errors 2025-06-26 15:32:38 +03:00
1586bb0702 Merge remote-tracking branch 'origin/master' into sdl_platform 2025-06-26 15:31:59 +03:00
edeaf6af09 Fix compilation without SDL 2025-06-24 22:57:49 +03:00
951edd95db Cleanup 2025-06-24 16:47:45 +03:00
9951211596 Fix mono glib.h wrapper compilation error 2025-06-24 16:47:20 +03:00
6d337464f7 Support XDG Desktop Portal as color picker provider
Wayland and XWayland fallback implementation uses XDP in
order to query picked color from desktop.
2025-06-24 16:41:32 +03:00
d0b552d74a Use logo as an icon in Linux windows 2025-06-23 18:58:02 +03:00
83512822b1 Support clipboard actions in Content Browser and Scene tree on Wayland
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2025-06-23 17:50:02 +03:00
ccb78103ec Support clipboard actions in Content Browser and Scene tree on X11 2025-06-23 17:07:10 +03:00
6e79ffea34 Fix clipboard not working on X11 2025-06-23 17:07:10 +03:00
4f03d37a17 Merge remote-tracking branch 'origin/master' into sdl_platform 2025-06-23 12:03:41 +03:00
6fb8419b3c Disable window flashing on Wayland to fix focus issues 2025-06-17 14:23:20 +03:00
a4272d6ca9 Merge remote-tracking branch 'origin/master' into sdl_platform 2025-06-17 14:19:46 +03:00
4654117d5e Merge remote-tracking branch 'origin/master' into sdl_platform 2025-06-16 17:09:22 +03:00
6ff260d052 Merge remote-tracking branch 'origin/master' into sdl_platform 2025-06-16 14:09:29 +03:00
88d2b72822 Update SDL to 3.3.x
Fixes popup focus issues on Linux
2025-06-16 14:09:04 +03:00
29868531ad SDL workaround for window size and position not updating
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2025-06-08 18:57:57 +03:00
95dfb6fdc6 Reduce minimum default window size for CommandLineBox popup 2025-06-08 18:57:12 +03:00
8df3999f85 Merge remote-tracking branch 'origin/master' into sdl_platform 2025-06-04 19:30:30 +03:00
149b189629 Update SDL to 3.2.16 2025-06-02 19:23:34 +03:00
b1fd86e6b5 Merge remote-tracking branch 'origin/master' into sdl_platform 2025-06-02 18:15:16 +03:00
5e8fdf879d Fix logging in gamepad related events 2025-06-02 18:15:10 +03:00
84ada18299 Fix unlock mouse hotkey not unlocking CursorLockMode.Locked cursor 2025-04-21 23:13:23 +03:00
635fe8017e Fix EditorViewport buttons activating items on scene 2025-04-21 23:13:23 +03:00
834380ff05 Cleanup 2025-04-21 23:13:23 +03:00
dd65fc2289 Implement Wayland text clipboard data handling 2025-04-21 23:13:23 +03:00
86125bb625 Add support for VK_EXT_metal_surface extension 2025-04-21 23:13:23 +03:00
09a9d8b380 Update volk to 1.4.304 2025-04-21 23:13:23 +03:00
86b223ec93 Fix mouse relative mode activation triggering mouse move events on Mac 2025-04-21 23:13:23 +03:00
78f6080321 Initial support for building and running SDL platform on macOS 2025-04-21 23:13:23 +03:00
c7be6f6e0e Fix VC++ project file building on macOS Rider 2025-04-20 01:14:51 +03:00
c40c31fbb7 Reduce lock usage during window events 2025-04-19 21:14:13 +03:00
f5fbc1e32d Fix handling of WindowsManager locks 2025-04-19 21:14:13 +03:00
0a20378acd Handle Wayland dragging actions ending prematurely 2025-04-19 21:14:12 +03:00
d4e87877b6 Fix editor viewport activating while dragging a window 2025-04-19 21:14:12 +03:00
7eb7236b8a Fix occluded or hidden windows causing the engine to freeze on Wayland 2025-04-19 21:14:11 +03:00
dc0e4ffce2 Allow context menu to show when activating scene tree with right click 2025-04-19 21:14:11 +03:00
86fe93943d Fix crash when relative mode was left active on removed window 2025-04-19 21:14:10 +03:00
3258113ef8 Ensure mouse position is up-to-date during button down events 2025-04-19 21:14:10 +03:00
ebf3999cfe Fix rubber band selector activating outside of the viewport
This usually happens while trying to drag the window from window handle
2025-04-19 21:14:09 +03:00
a1ccbbb5b9 Use sensible window minimum size limits in editor windows 2025-04-19 21:14:09 +03:00
35072c40d8 Fix build on Linux 2025-04-19 21:14:08 +03:00
5c51021388 Fix merge 2025-04-19 21:14:08 +03:00
95fd527515 Apply drag and drop styling on refactored WindowDragHelper
Reapplies changes from commit 38b00f458c
2025-04-19 21:14:07 +03:00
113d851cea Fix cursor escaping constrained area when initially outside on Windows 2025-04-19 21:14:07 +03:00
72f0c460f9 Refix dragged maximized window generating wrong mouse position events 2025-04-19 21:14:06 +03:00
13ddd15b44 Focus viewports earlier to fix CursorLockMode not always activating 2025-04-19 21:14:06 +03:00
c9e24aaf5f Fix documentation generation 2025-04-19 21:14:05 +03:00
68c0ac0ffc Fix cursor locking bounds calculation 2025-04-19 21:14:05 +03:00
bebda275a9 Fix crash when Game viewport was hidden 2025-04-19 21:14:04 +03:00
287eaae850 Fix X11 external drag and drop not releasing consistently 2025-04-19 21:14:04 +03:00
7e59c3b9a7 Fix restoring locked cursor state when window gains focus again 2025-04-19 21:14:03 +03:00
38658a5b8c Fix CursorLockMode.Locked not working 2025-04-19 21:14:02 +03:00
88c75b8672 Fix dragged maximized window generating wrong mouse position events 2025-04-19 21:14:02 +03:00
17ab1e6830 Fix window handle clicking to not restore window from maximized state 2025-04-19 21:14:01 +03:00
1f45110e5f Fix rubber band selector activating when using Alt-key to orbit 2025-04-19 21:14:01 +03:00
5401166a07 Fix error when entering playmode while holding right mouse button 2025-04-19 21:14:00 +03:00
bfa8188782 Fix accepting drag and drop for files in Wayland 2025-04-19 21:14:00 +03:00
e777a71784 Fix error while dragging files around Content window 2025-04-19 21:13:59 +03:00
c13e91a0d0 Release rubber band selection when viewport starts controlling the view 2025-04-19 21:13:59 +03:00
aac5d57352 Update SDL to 3.2.10 2025-04-19 21:13:58 +03:00
ceca13c7b6 Avoid showing tooltips in inactive windows 2025-04-19 21:13:58 +03:00
2905470330 Update SDL3 to 3.2.4 2025-04-19 21:13:57 +03:00
2c17033822 Fix window dragging when not supported by Wayland compositor
(cherry picked from commit 3554747a67)
2025-04-19 21:13:57 +03:00
0a4cb9e9b1 Show current display server in Editor window tooltip
(cherry picked from commit 62968dd437)
2025-04-19 21:13:56 +03:00
096651f4c1 Properly mark floating windows with transparency support
(cherry picked from commit c660fac524)
2025-04-19 21:13:56 +03:00
275a08506b Enable transparency support in Vulkan swapchains
(cherry picked from commit 431a69e357)
2025-04-19 21:13:55 +03:00
4cd61cb381 Fix compilation for game builds
(cherry picked from commit f4fcc07288)
2025-04-19 21:13:54 +03:00
9ad1147581 Fix cloning SDL repository 2025-04-19 21:13:54 +03:00
35e09def1b Fix text input not working on X11 2025-04-19 21:13:53 +03:00
0469607a71 Fix button latching on Windows after drag and drop operation 2025-04-19 21:13:53 +03:00
d115d22ee6 Implement new window dragging system 2025-04-19 21:13:52 +03:00
8120ae621d Fix mouse resetting issues after ending relative mode 2025-04-19 21:13:52 +03:00
f873c2fa9f Fix frame stutter when window is focused 2025-04-19 21:13:51 +03:00
c3ffbe2f42 Fix error when docking to sides of tabbed panel 2025-04-19 21:13:51 +03:00
55a0a39881 Cleanup Linux SDL implementation 2025-04-19 21:13:50 +03:00
592215dd30 Support compiling third party library C files as C code 2025-04-19 21:13:50 +03:00
ef0c2a2785 Implement Wayland protocols module and file generation 2025-04-19 21:13:49 +03:00
37979e452a Fix mouse warping after ending relative mode 2025-04-19 21:13:49 +03:00
e9671bb727 Add git fetch method for dependencies 2025-04-19 21:13:48 +03:00
aa328bd591 Fix window ShowInTaskbar setting 2025-04-19 21:13:48 +03:00
188e4313f9 Fix various issues with child window positioning 2025-04-19 21:13:47 +03:00
df02c70e31 Add Window.IsAlwaysOnTop property 2025-04-19 21:13:47 +03:00
257f54b323 Use SDL locale 2025-04-19 21:13:46 +03:00
fb4b5b2575 Allow window with single tab to be dragged from tab area 2025-04-19 21:13:46 +03:00
4e1251276d Fix ValueBox mouse position resetting after releasing the button 2025-04-19 21:13:45 +03:00
a7b200dc57 Fix SDL build process on Linux 2025-04-19 21:13:44 +03:00
8cadbae80e Update SDL to 3.2.0 2025-04-19 21:13:44 +03:00
c3bae49aae Force cursor to center of Game Window when tab handle is clicked 2025-04-19 21:13:43 +03:00
Chandler Cox
6fa4fc6149 Fix rotation using SDL 2025-04-19 21:13:43 +03:00
f1ffe1acaa Fix Linux compilation without SDL 2025-04-19 21:13:42 +03:00
5c9ddf7f00 Fix compilation 2025-04-19 21:13:42 +03:00
431767a150 Update SDL3 2025-04-19 21:13:41 +03:00
8ba4e442a6 Fix compilation issues 2025-04-19 21:13:41 +03:00
2f8d19c267 Fix windows not being hidden initially 2025-04-19 21:13:40 +03:00
f2fd98f742 Fix parent window position handling with popup/tooltip windows 2025-04-19 21:13:40 +03:00
3ce35d6e81 Fix compilation errors in other platforms 2025-04-19 21:13:39 +03:00
796dbaa836 Fix CI for Linux 2025-04-19 21:13:39 +03:00
84b209ec7f Prevent building with SDL in unsupported platforms 2025-04-19 21:13:38 +03:00
fa976b34dc Fallback to X11 message box implementation when SDL fails 2025-04-19 21:13:38 +03:00
e7cda362b7 Fix popup and context menus not working on Wayland 2025-04-19 21:13:37 +03:00
a41a09c162 Hide warnings for unsupported SDL operations on Wayland 2025-04-19 21:13:37 +03:00
e82f84f0ab Log a warning for not implemented Wayland functionality 2025-04-19 21:13:36 +03:00
f1d387ceea Fix compilation in Linux 2025-04-19 21:13:36 +03:00
3893d4d1f8 Enable warning sound in question dialogs 2025-04-19 21:13:35 +03:00
cf7ac50faf Enable modern Windows dialog boxes 2025-04-19 21:13:35 +03:00
3f6bf15554 Implement relative mouse mode (raw input) for SDL platform 2025-04-19 21:13:34 +03:00
dac74829b4 Add flag for Window types 2025-04-19 21:13:34 +03:00
94d6f213a0 Enable native windowing system settings with SDL platform 2025-04-19 21:13:33 +03:00
8f2550ef61 Add command-line switches to force X11 and Wayland SDL drivers 2025-04-19 21:13:33 +03:00
b622a1cc5e Implement SDL platform, windowing and input handling 2025-04-19 21:13:32 +03:00
c83a3c32c7 Refactor application window class name 2025-04-19 21:13:32 +03:00
e7dcf7f7e7 Move Window related enums to separate header file 2025-04-19 21:13:31 +03:00
398785a2be Refactor Windows drag and drop implementation 2025-04-19 21:13:31 +03:00
05dba0f1f5 Refactor ScreenUtilities 2025-04-19 21:13:30 +03:00
39dbd32b2e Add more helper methods for managing Git repos 2025-04-19 21:13:30 +03:00
23a34a455a Fix centered window location on X11 2025-04-19 21:13:29 +03:00
4308328b48 Fix initial position of Tooltips 2025-04-19 21:13:29 +03:00
281 changed files with 102015 additions and 3769 deletions

View File

@@ -16,7 +16,7 @@ jobs:
uses: actions/checkout@v3
- name: Install dependencies
run: |
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET
@@ -44,7 +44,7 @@ jobs:
uses: actions/checkout@v3
- name: Install dependencies
run: |
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev libwayland-dev
- name: Setup Vulkan
uses: ./.github/actions/vulkan
- name: Setup .NET

View File

@@ -28,7 +28,7 @@ jobs:
git lfs pull
- name: Install dependencies
run: |
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev
sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev build-essential gettext libtool libtool-bin libpulse-dev libasound2-dev libjack-dev portaudio19-dev libwayland-dev
- name: Build
run: |
./GenerateProjectFiles.sh -vs2022 -log -verbose -printSDKs -dotnet=8

View File

@@ -13,6 +13,7 @@
"Configuration": {
"UseCSharp": true,
"UseLargeWorlds": false,
"UseDotNet": true
"UseDotNet": true,
"UseSDL": true
}
}

View File

@@ -14,4 +14,4 @@ bash ./Development/Scripts/Linux/CallBuildTool.sh --genproject "$@"
# Build bindings for all editor configurations
echo Building C# bindings...
# TODO: Detect the correct architecture here
Binaries/Tools/Flax.Build -build -BuildBindingsOnly -arch=x64 -platform=Linux --buildTargets=FlaxEditor
#Binaries/Tools/Flax.Build -build -BuildBindingsOnly -arch=x64 -platform=Linux --buildTargets=FlaxEditor

View File

@@ -57,9 +57,9 @@ Follow the instructions below to compile and run the engine from source.
* Arch: `sudo pacman -S git git-lfs`
* `git-lfs install`
* Install the required packages:
* Ubuntu: `sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev zlib1g-dev`
* Fedora: `sudo dnf install libX11-devel libXcursor-devel libXinerama-devel ghc-zlib-devel`
* Arch: `sudo pacman -S base-devel libx11 libxcursor libxinerama zlib`
* Ubuntu: `sudo apt-get install libx11-dev libxcursor-dev libxinerama-dev zlib1g-dev zenity wayland-protocols libportal-dev`
* Fedora: `sudo dnf install libX11-devel libXcursor-devel libXinerama-devel ghc-zlib-devel zenity wayland-protocols-devel libportal`
* Arch: `sudo pacman -S base-devel libx11 libxcursor libxinerama zlib zenity wayland-protocols libportal`
* Install Clang compiler (version 6 or later):
* Ubuntu: `sudo apt-get install clang lldb lld`
* Fedora: `sudo dnf install clang llvm lldb lld`

View File

@@ -282,7 +282,7 @@ namespace FlaxEditor.Content
if (data is DragDataFiles)
return DragDropEffect.Copy;
return _dragOverItems.Effect;
return _dragOverItems?.Effect ?? DragDropEffect.None;
}
/// <inheritdoc />

View File

@@ -20,7 +20,7 @@ namespace FlaxEditor.Content
}
/// <inheritdoc />
public override string TypeDescription => Path.EndsWith(".h") ? "C++ Header File" : "C++ Source Code";
public override string TypeDescription => Path.EndsWith(".h") || Path.EndsWith(".hpp") ? "C++ Header File" : "C++ Source Code";
/// <inheritdoc />
public override SpriteHandle DefaultThumbnail => Editor.Instance.Icons.CPPScript128;

View File

@@ -190,12 +190,12 @@ namespace FlaxEditor.CustomEditors.Dedicated
foreach (var file in files)
FindNewKeysCSharp(file, newKeys, allKeys);
// C++
files = Directory.GetFiles(Globals.ProjectSourceFolder, "*.cpp", SearchOption.AllDirectories);
// C/C++
files = Directory.GetFiles(Globals.ProjectSourceFolder, "*.cpp", SearchOption.AllDirectories).Concat(Directory.GetFiles(Globals.ProjectSourceFolder, "*.c", SearchOption.AllDirectories)).ToArray();
filesCount += files.Length;
foreach (var file in files)
FindNewKeysCpp(file, newKeys, allKeys);
files = Directory.GetFiles(Globals.ProjectSourceFolder, "*.h", SearchOption.AllDirectories);
files = Directory.GetFiles(Globals.ProjectSourceFolder, "*.h", SearchOption.AllDirectories).Concat(Directory.GetFiles(Globals.ProjectSourceFolder, "*.hpp", SearchOption.AllDirectories)).ToArray();;
filesCount += files.Length;
foreach (var file in files)
FindNewKeysCpp(file, newKeys, allKeys);

View File

@@ -1,7 +1,10 @@
#if PLATFORM_WINDOWS
#if PLATFORM_WINDOWS || PLATFORM_SDL
#define USE_IS_FOREGROUND
#else
#endif
#if PLATFORM_SDL
#define USE_SDL_WORKAROUNDS
#endif
// Copyright (c) Wojciech Figat. All rights reserved.
using System.Collections.Generic;
@@ -121,7 +124,7 @@ namespace FlaxEditor.GUI.ContextMenu
}
/// <summary>
/// Shows the empty menu popup o na screen.
/// Shows the empty menu popup on a screen.
/// </summary>
/// <param name="control">The target control.</param>
/// <param name="area">The target control area to cover.</param>
@@ -256,7 +259,9 @@ namespace FlaxEditor.GUI.ContextMenu
desc.AllowMaximize = false;
desc.AllowDragAndDrop = false;
desc.IsTopmost = true;
desc.IsRegularWindow = false;
desc.Type = WindowType.Popup;
desc.Parent = parentWin.Window;
desc.Title = "ContextMenu";
desc.HasSizingFrame = false;
OnWindowCreating(ref desc);
_window = Platform.CreateWindow(ref desc);
@@ -265,6 +270,12 @@ namespace FlaxEditor.GUI.ContextMenu
_window.GotFocus += OnWindowGotFocus;
_window.LostFocus += OnWindowLostFocus;
}
#if USE_IS_FOREGROUND && USE_SDL_WORKAROUNDS
// The focus between popup and parent windows doesn't change, force hide the popup when clicked on parent
parentWin.Window.MouseDown += OnWindowMouseDown;
_window.Closed += () => parentWin.Window.MouseDown -= OnWindowMouseDown;
#endif
// Attach to the window
_parentCM = parent as ContextMenuBase;
@@ -440,6 +451,17 @@ namespace FlaxEditor.GUI.ContextMenu
}
}
#if USE_SDL_WORKAROUNDS
private void OnWindowGotFocus()
{
}
private void OnWindowMouseDown(ref Float2 mousePosition, MouseButton button, ref bool handled)
{
// The user clicked outside the popup window
Hide();
}
#else
private void OnWindowGotFocus()
{
var child = _childCM;
@@ -453,6 +475,7 @@ namespace FlaxEditor.GUI.ContextMenu
});
}
}
#endif
private void OnWindowLostFocus()
{
@@ -551,7 +574,12 @@ namespace FlaxEditor.GUI.ContextMenu
// Let root context menu to check if none of the popup windows
if (_parentCM == null && UseVisibilityControl && !IsForeground)
{
#if USE_SDL_WORKAROUNDS
if (!IsMouseOver)
Hide();
#else
Hide();
#endif
}
}
#endif

View File

@@ -326,8 +326,11 @@ namespace FlaxEditor.GUI.Dialogs
// Update eye dropper tool
if (_activeEyedropper)
{
// Try reading the color under the cursor in realtime if supported by the platform
Float2 mousePosition = Platform.MousePosition;
SelectedColor = ScreenUtilities.GetColorAt(mousePosition);
Color color = ScreenUtilities.GetColorAt(mousePosition);
if (color != Color.Transparent)
SelectedColor = color;
}
}

View File

@@ -1,545 +0,0 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.GUI.Docking
{
/// <summary>
/// Helper class used to handle docking windows dragging and docking.
/// </summary>
public class DockHintWindow
{
private FloatWindowDockPanel _toMove;
private Float2 _dragOffset;
private Float2 _defaultWindowSize;
private Rectangle _rectDock;
private Rectangle _rectWindow;
private Float2 _mouse;
private DockState _toSet;
private DockPanel _toDock;
private bool _lateDragOffsetUpdate;
private Rectangle _rLeft, _rRight, _rBottom, _rUpper, _rCenter;
private DockHintWindow(FloatWindowDockPanel toMove)
{
_toMove = toMove;
_toSet = DockState.Float;
var window = toMove.Window.Window;
// Remove focus from drag target
_toMove.Focus();
_toMove.Defocus();
// Focus window
window.Focus();
// Check if window is maximized and restore window.
if (window.IsMaximized)
{
// Restore window and set position to mouse.
var mousePos = window.MousePosition;
var previousSize = window.Size;
window.Restore();
window.Position = Platform.MousePosition - mousePos * window.Size / previousSize;
}
// Calculate dragging offset and move window to the destination position
var mouseScreenPosition = Platform.MousePosition;
// If the _toMove window was not focused when initializing this window, the result vector only contains zeros
// and to prevent a failure, we need to perform an update for the drag offset at later time which will be done in the OnMouseMove event handler.
if (mouseScreenPosition != Float2.Zero)
CalculateDragOffset(mouseScreenPosition);
else
_lateDragOffsetUpdate = true;
// Get initial size
_defaultWindowSize = window.Size;
// Init proxy window
Proxy.Init(ref _defaultWindowSize);
// Bind events
Proxy.Window.MouseUp += OnMouseUp;
Proxy.Window.MouseMove += OnMouseMove;
Proxy.Window.LostFocus += OnLostFocus;
// Start tracking mouse
Proxy.Window.StartTrackingMouse(false);
// Update window GUI
Proxy.Window.GUI.PerformLayout();
// Update rectangles
UpdateRects();
// Hide base window
window.Hide();
// Enable hit window presentation
Proxy.Window.RenderingEnabled = true;
Proxy.Window.Show();
Proxy.Window.Focus();
}
/// <summary>
/// Releases unmanaged and - optionally - managed resources.
/// </summary>
public void Dispose()
{
// End tracking mouse
Proxy.Window.EndTrackingMouse();
// Disable rendering
Proxy.Window.RenderingEnabled = false;
// Unbind events
Proxy.Window.MouseUp -= OnMouseUp;
Proxy.Window.MouseMove -= OnMouseMove;
Proxy.Window.LostFocus -= OnLostFocus;
// Hide the proxy
Proxy.Hide();
if (_toMove == null)
return;
// Check if window won't be docked
if (_toSet == DockState.Float)
{
var window = _toMove.Window?.Window;
if (window == null)
return;
var mouse = Platform.MousePosition;
// Move base window
window.Position = mouse - _dragOffset;
// Show base window
window.Show();
}
else
{
bool hasNoChildPanels = _toMove.ChildPanelsCount == 0;
// Check if window has only single tab
if (hasNoChildPanels && _toMove.TabsCount == 1)
{
// Dock window
_toMove.GetTab(0).Show(_toSet, _toDock);
}
// Check if dock as tab and has no child panels
else if (hasNoChildPanels && _toSet == DockState.DockFill)
{
// Dock all tabs
while (_toMove.TabsCount > 0)
{
_toMove.GetTab(0).Show(DockState.DockFill, _toDock);
}
}
else
{
var selectedTab = _toMove.SelectedTab;
// Dock the first tab into the target location
var firstTab = _toMove.GetTab(0);
firstTab.Show(_toSet, _toDock);
// Dock rest of the tabs
while (_toMove.TabsCount > 0)
{
_toMove.GetTab(0).Show(DockState.DockFill, firstTab);
}
// Keep selected tab being selected
selectedTab?.SelectTab();
}
// Focus target window
_toDock.Root.Focus();
}
_toMove = null;
}
/// <summary>
/// Creates the new dragging hit window.
/// </summary>
/// <param name="toMove">Floating dock panel to move.</param>
/// <returns>The dock hint window object.</returns>
public static DockHintWindow Create(FloatWindowDockPanel toMove)
{
if (toMove == null)
throw new ArgumentNullException();
return new DockHintWindow(toMove);
}
/// <summary>
/// Creates the new dragging hit window.
/// </summary>
/// <param name="toMove">Dock window to move.</param>
/// <returns>The dock hint window object.</returns>
public static DockHintWindow Create(DockWindow toMove)
{
if (toMove == null)
throw new ArgumentNullException();
// Show floating
toMove.ShowFloating();
// Move window to the mouse position (with some offset for caption bar)
var window = (WindowRootControl)toMove.Root;
var mouse = Platform.MousePosition;
window.Window.Position = mouse - new Float2(8, 8);
// Get floating panel
var floatingPanelToMove = window.GetChild(0) as FloatWindowDockPanel;
return new DockHintWindow(floatingPanelToMove);
}
/// <summary>
/// Calculates window rectangle in the dock window.
/// </summary>
/// <param name="state">Window dock state.</param>
/// <param name="rect">Dock panel rectangle.</param>
/// <returns>Calculated window rectangle.</returns>
public static Rectangle CalculateDockRect(DockState state, ref Rectangle rect)
{
Rectangle result = rect;
switch (state)
{
case DockState.DockFill:
result.Location.Y += DockPanel.DefaultHeaderHeight;
result.Size.Y -= DockPanel.DefaultHeaderHeight;
break;
case DockState.DockTop:
result.Size.Y *= DockPanel.DefaultSplitterValue;
break;
case DockState.DockLeft:
result.Size.X *= DockPanel.DefaultSplitterValue;
break;
case DockState.DockBottom:
result.Location.Y += result.Size.Y * (1 - DockPanel.DefaultSplitterValue);
result.Size.Y *= DockPanel.DefaultSplitterValue;
break;
case DockState.DockRight:
result.Location.X += result.Size.X * (1 - DockPanel.DefaultSplitterValue);
result.Size.X *= DockPanel.DefaultSplitterValue;
break;
}
return result;
}
private void CalculateDragOffset(Float2 mouseScreenPosition)
{
var baseWinPos = _toMove.Window.Window.Position;
_dragOffset = mouseScreenPosition - baseWinPos;
}
private void UpdateRects()
{
// Cache mouse position
_mouse = Platform.MousePosition;
// Check intersection with any dock panel
var uiMouse = _mouse;
_toDock = _toMove.MasterPanel.HitTest(ref uiMouse, _toMove);
// Check dock state to use
bool showProxyHints = _toDock != null;
bool showBorderHints = showProxyHints;
bool showCenterHint = showProxyHints;
if (showProxyHints)
{
// If moved window has not only tabs but also child panels disable docking as tab
if (_toMove.ChildPanelsCount > 0)
showCenterHint = false;
// Disable docking windows with one or more dock panels inside
if (_toMove.ChildPanelsCount > 0)
showBorderHints = false;
// Get dock area
_rectDock = _toDock.DockAreaBounds;
// Cache dock rectangles
var size = _rectDock.Size;
var offset = _rectDock.Location;
var borderMargin = 4.0f;
var hintWindowsSize = Proxy.HintWindowsSize * Platform.DpiScale;
var hintWindowsSize2 = hintWindowsSize * 0.5f;
var centerX = size.X * 0.5f;
var centerY = size.Y * 0.5f;
_rUpper = new Rectangle(centerX - hintWindowsSize2, borderMargin, hintWindowsSize, hintWindowsSize) + offset;
_rBottom = new Rectangle(centerX - hintWindowsSize2, size.Y - hintWindowsSize - borderMargin, hintWindowsSize, hintWindowsSize) + offset;
_rLeft = new Rectangle(borderMargin, centerY - hintWindowsSize2, hintWindowsSize, hintWindowsSize) + offset;
_rRight = new Rectangle(size.X - hintWindowsSize - borderMargin, centerY - hintWindowsSize2, hintWindowsSize, hintWindowsSize) + offset;
_rCenter = new Rectangle(centerX - hintWindowsSize2, centerY - hintWindowsSize2, hintWindowsSize, hintWindowsSize) + offset;
// Hit test
DockState toSet = DockState.Float;
if (showBorderHints)
{
if (_rUpper.Contains(_mouse))
toSet = DockState.DockTop;
else if (_rBottom.Contains(_mouse))
toSet = DockState.DockBottom;
else if (_rLeft.Contains(_mouse))
toSet = DockState.DockLeft;
else if (_rRight.Contains(_mouse))
toSet = DockState.DockRight;
}
if (showCenterHint && _rCenter.Contains(_mouse))
toSet = DockState.DockFill;
_toSet = toSet;
// Show proxy hint windows
Proxy.Down.Position = _rBottom.Location;
Proxy.Left.Position = _rLeft.Location;
Proxy.Right.Position = _rRight.Location;
Proxy.Up.Position = _rUpper.Location;
Proxy.Center.Position = _rCenter.Location;
}
else
{
_toSet = DockState.Float;
}
// Update proxy hint windows visibility
Proxy.Down.IsVisible = showProxyHints & showBorderHints;
Proxy.Left.IsVisible = showProxyHints & showBorderHints;
Proxy.Right.IsVisible = showProxyHints & showBorderHints;
Proxy.Up.IsVisible = showProxyHints & showBorderHints;
Proxy.Center.IsVisible = showProxyHints & showCenterHint;
// Calculate proxy/dock/window rectangles
if (_toDock == null)
{
// Floating window over nothing
_rectWindow = new Rectangle(_mouse - _dragOffset, _defaultWindowSize);
}
else
{
if (_toSet == DockState.Float)
{
// Floating window over dock panel
_rectWindow = new Rectangle(_mouse - _dragOffset, _defaultWindowSize);
}
else
{
// Use only part of the dock panel to show hint
_rectWindow = CalculateDockRect(_toSet, ref _rectDock);
}
}
// Update proxy window
Proxy.Window.ClientBounds = _rectWindow;
}
private void OnMouseUp(ref Float2 location, MouseButton button, ref bool handled)
{
if (button == MouseButton.Left)
{
Dispose();
}
}
private void OnMouseMove(ref Float2 mousePos)
{
// Recalculate the drag offset because the current mouse screen position was invalid when we initialized the window
if (_lateDragOffsetUpdate)
{
// Calculate dragging offset and move window to the destination position
CalculateDragOffset(mousePos);
// Reset state
_lateDragOffsetUpdate = false;
}
UpdateRects();
}
private void OnLostFocus()
{
Dispose();
}
/// <summary>
/// Contains helper proxy windows shared across docking panels. They are used to visualize docking window locations.
/// </summary>
public static class Proxy
{
/// <summary>
/// The drag proxy window.
/// </summary>
public static Window Window;
/// <summary>
/// The left hint proxy window.
/// </summary>
public static Window Left;
/// <summary>
/// The right hint proxy window.
/// </summary>
public static Window Right;
/// <summary>
/// The up hint proxy window.
/// </summary>
public static Window Up;
/// <summary>
/// The down hint proxy window.
/// </summary>
public static Window Down;
/// <summary>
/// The center hint proxy window.
/// </summary>
public static Window Center;
/// <summary>
/// The hint windows size.
/// </summary>
public const float HintWindowsSize = 32.0f;
/// <summary>
/// Initializes the hit proxy windows. Those windows are used to indicate drag target areas (left, right, top, bottom, etc.).
/// </summary>
public static void InitHitProxy()
{
CreateProxy(ref Left, "DockHint.Left");
CreateProxy(ref Right, "DockHint.Right");
CreateProxy(ref Up, "DockHint.Up");
CreateProxy(ref Down, "DockHint.Down");
CreateProxy(ref Center, "DockHint.Center");
}
/// <summary>
/// Initializes the hint window.
/// </summary>
/// <param name="initSize">Initial size of the proxy window.</param>
public static void Init(ref Float2 initSize)
{
if (Window == null)
{
var settings = CreateWindowSettings.Default;
settings.Title = "DockHint.Window";
settings.Size = initSize;
settings.AllowInput = true;
settings.AllowMaximize = false;
settings.AllowMinimize = false;
settings.HasBorder = false;
settings.HasSizingFrame = false;
settings.IsRegularWindow = false;
settings.SupportsTransparency = true;
settings.ShowInTaskbar = false;
settings.ShowAfterFirstPaint = false;
settings.IsTopmost = true;
Window = Platform.CreateWindow(ref settings);
Window.Opacity = 0.6f;
Window.GUI.BackgroundColor = Style.Current.Selection;
Window.GUI.AddChild<DragVisuals>();
}
else
{
// Resize proxy
Window.ClientSize = initSize;
}
InitHitProxy();
}
private sealed class DragVisuals : Control
{
public DragVisuals()
{
AnchorPreset = AnchorPresets.StretchAll;
Offsets = Margin.Zero;
}
public override void Draw()
{
Render2D.DrawRectangle(new Rectangle(Float2.Zero, Size), Style.Current.SelectionBorder);
}
}
private static void CreateProxy(ref Window win, string name)
{
if (win != null)
return;
var settings = CreateWindowSettings.Default;
settings.Title = name;
settings.Size = new Float2(HintWindowsSize * Platform.DpiScale);
settings.AllowInput = false;
settings.AllowMaximize = false;
settings.AllowMinimize = false;
settings.HasBorder = false;
settings.HasSizingFrame = false;
settings.IsRegularWindow = false;
settings.SupportsTransparency = true;
settings.ShowInTaskbar = false;
settings.ActivateWhenFirstShown = false;
settings.IsTopmost = true;
settings.ShowAfterFirstPaint = false;
win = Platform.CreateWindow(ref settings);
win.Opacity = 0.6f;
win.GUI.BackgroundColor = Style.Current.Selection;
win.GUI.AddChild<DragVisuals>();
}
/// <summary>
/// Hides proxy windows.
/// </summary>
public static void Hide()
{
HideProxy(ref Window);
HideProxy(ref Left);
HideProxy(ref Right);
HideProxy(ref Up);
HideProxy(ref Down);
HideProxy(ref Center);
}
private static void HideProxy(ref Window win)
{
if (win)
{
win.Hide();
}
}
/// <summary>
/// Releases proxy data and windows.
/// </summary>
public static void Dispose()
{
DisposeProxy(ref Window);
DisposeProxy(ref Left);
DisposeProxy(ref Right);
DisposeProxy(ref Up);
DisposeProxy(ref Down);
DisposeProxy(ref Center);
}
private static void DisposeProxy(ref Window win)
{
if (win)
{
win.Close(ClosingReason.User);
win = null;
}
}
}
}
}

View File

@@ -49,6 +49,11 @@ namespace FlaxEditor.GUI.Docking
/// The mouse position.
/// </summary>
public Float2 MousePosition = Float2.Minimum;
/// <summary>
/// The mouse position.
/// </summary>
public Float2 MouseStartPosition = Float2.Minimum;
/// <summary>
/// The start drag asynchronous window.
@@ -165,7 +170,7 @@ namespace FlaxEditor.GUI.Docking
if (_panel.ChildPanelsCount == 0 && _panel.TabsCount == 1 && _panel.IsFloating)
{
// Create docking hint window but in an async manner
DockHintWindow.Create(_panel as FloatWindowDockPanel);
WindowDragHelper.StartDragging(_panel as FloatWindowDockPanel);
}
else
{
@@ -176,7 +181,7 @@ namespace FlaxEditor.GUI.Docking
_panel.SelectTab(index - 1);
// Create docking hint window
DockHintWindow.Create(win);
WindowDragHelper.StartDragging(win, _panel.RootWindow.Window);
}
}
}
@@ -355,6 +360,7 @@ namespace FlaxEditor.GUI.Docking
if (IsSingleFloatingWindow)
return base.OnMouseDown(location, button);
MouseDownWindow = GetTabAtPos(location, out IsMouseDownOverCross);
MouseStartPosition = location;
// Check buttons
if (button == MouseButton.Left)
@@ -441,6 +447,20 @@ namespace FlaxEditor.GUI.Docking
StartDrag(MouseDownWindow);
MouseDownWindow = null;
}
// Check if single tab is tried to be moved
else if (MouseDownWindow != null && _panel.TabsCount <= 1)
{
if ((MousePosition - MouseStartPosition).Length > 3)
{
// Clear flag
IsMouseLeftButtonDown = false;
// Check tab under the mouse
if (!IsMouseDownOverCross && MouseDownWindow != null)
StartDrag(MouseDownWindow);
MouseDownWindow = null;
}
}
// Check if has more than one tab to change order
else if (MouseDownWindow != null && _panel.TabsCount > 1)
{

View File

@@ -182,6 +182,25 @@ namespace FlaxEditor.GUI.Docking
/// <param name="size">Window size, set <see cref="Float2.Zero"/> to use default.</param>
/// <param name="position">Window location.</param>
public void ShowFloating(Float2 location, Float2 size, WindowStartPosition position = WindowStartPosition.CenterParent)
{
CreateFloating(location, size, position, true);
}
/// <summary>
/// Creates the window in a floating state.
/// </summary>
public void CreateFloating()
{
CreateFloating(Float2.Zero, Float2.Zero);
}
/// <summary>
/// Creates the window in a floating state.
/// </summary>
/// <param name="location">Window location.</param>
/// <param name="size">Window size, set <see cref="Float2.Zero"/> to use default.</param>
/// <param name="position">Window location.</param>
/// <param name="showWindow">Window visibility.</param>
public void CreateFloating(Float2 location, Float2 size, WindowStartPosition position = WindowStartPosition.CenterParent, bool showWindow = false)
{
Undock();
@@ -199,14 +218,17 @@ namespace FlaxEditor.GUI.Docking
windowGUI.UnlockChildrenRecursive();
windowGUI.PerformLayout();
// Show
window.Show();
window.BringToFront();
window.Focus();
OnShow();
if (showWindow)
{
// Show
window.Show();
window.BringToFront();
window.Focus();
OnShow();
// Perform layout again
windowGUI.PerformLayout();
// Perform layout again
windowGUI.PerformLayout();
}
}
/// <summary>

View File

@@ -11,6 +11,42 @@ namespace FlaxEditor.GUI.Docking
/// <seealso cref="DockPanel" />
public class FloatWindowDockPanel : DockPanel
{
private class FloatWindowDecorations : WindowDecorations
{
private FloatWindowDockPanel _panel;
public FloatWindowDecorations(FloatWindowDockPanel panel)
: base(panel.RootWindow)
{
_panel = panel;
}
/// <inheritdoc />
public override bool OnMouseDown(Float2 location, MouseButton button)
{
if (Title.Bounds.Contains(location) && button == MouseButton.Left)
{
_panel.BeginDrag();
return true;
}
return base.OnMouseDown(location, button);
}
#if !PLATFORM_WINDOWS
/// <inheritdoc />
protected override WindowHitCodes OnHitTest(ref Float2 mouse)
{
var hit = base.OnHitTest(ref mouse);
if (hit == WindowHitCodes.Caption)
{
// Override the system behaviour when interacting with the caption area
hit = WindowHitCodes.Client;
}
return hit;
}
#endif
}
private MasterDockPanel _masterPanel;
private WindowRootControl _window;
@@ -40,6 +76,26 @@ namespace FlaxEditor.GUI.Docking
Parent = window;
_window.Window.Closing += OnClosing;
_window.Window.LeftButtonHit += OnLeftButtonHit;
if (Utilities.Utils.UseCustomWindowDecorations())
{
var decorations = Parent.AddChild(new FloatWindowDecorations(this));
decorations.SetAnchorPreset(AnchorPresets.HorizontalStretchTop, false);
}
}
/// <inheritdoc />
protected override void PerformLayoutBeforeChildren()
{
base.PerformLayoutBeforeChildren();
var decorations = Parent.GetChild<FloatWindowDecorations>();
if (decorations != null)
{
// Apply offset for the title bar
foreach (var child in Children)
child.Bounds = child.Bounds with { Y = decorations.Height, Height = Parent.Height - decorations.Height };
}
}
/// <summary>
@@ -52,7 +108,7 @@ namespace FlaxEditor.GUI.Docking
return;
// Create docking hint window
DockHintWindow.Create(this);
WindowDragHelper.StartDragging(this);
}
/// <summary>
@@ -71,22 +127,28 @@ namespace FlaxEditor.GUI.Docking
settings.Title = title;
settings.Size = size;
settings.Position = location;
settings.MinimumSize = new Float2(1);
settings.MinimumSize = new Float2(200, 150);
settings.MaximumSize = Float2.Zero; // Unlimited size
settings.Fullscreen = false;
settings.HasBorder = true;
settings.SupportsTransparency = false;
settings.SupportsTransparency = true;
settings.ActivateWhenFirstShown = true;
settings.AllowInput = true;
settings.AllowMinimize = true;
settings.AllowMaximize = true;
settings.AllowDragAndDrop = true;
settings.IsTopmost = false;
settings.IsRegularWindow = true;
settings.Type = WindowType.Regular;
settings.HasSizingFrame = true;
settings.ShowAfterFirstPaint = false;
settings.ShowInTaskbar = true;
settings.StartPosition = startPosition;
if (Utilities.Utils.UseCustomWindowDecorations())
{
settings.HasBorder = false;
//settings.HasSizingFrame = false;
}
// Create window
return Platform.CreateWindow(ref settings);

View File

@@ -81,7 +81,6 @@ namespace FlaxEditor.GUI.Docking
public DockPanel HitTest(ref Float2 position, FloatWindowDockPanel excluded)
{
// Check all floating windows
// TODO: gather windows order and take it into account when performing test
for (int i = 0; i < FloatingPanels.Count; i++)
{
var win = FloatingPanels[i];
@@ -94,9 +93,44 @@ namespace FlaxEditor.GUI.Docking
}
// Base
//if (!Root?.RootWindow.Window.IsFocused ?? false)
// return null;
return base.HitTest(ref position);
}
/// <summary>
/// Performs hit test over dock panel.
/// </summary>
/// <param name="position">Window space position to test.</param>
/// <param name="excluded">Floating window to omit during searching (and all docked to that one).</param>
/// <param name="hitResults">Results of the hit test</param>
/// <returns>True if any dock panels were hit, otherwise false.</returns>
public bool HitTest(ref Float2 position, FloatWindowDockPanel excluded, out DockPanel[] hitResults)
{
// Check all floating windows
List<DockPanel> results = new(FloatingPanels.Count);
for (int i = 0; i < FloatingPanels.Count; i++)
{
var win = FloatingPanels[i];
if (win.Visible && win != excluded)
{
var result = win.HitTest(ref position);
if (result != null)
results.Add(result);
}
}
// Base
//if (!Root?.RootWindow.Window.IsFocused ?? false)
// return null;
var baseResult = base.HitTest(ref position);
if (baseResult != null)
results.Add(baseResult);
hitResults = results.ToArray();
return hitResults.Length > 0;
}
internal void LinkWindow(DockWindow window)
{
// Add to the windows list

View File

@@ -0,0 +1,458 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.GUI.Docking
{
/// <summary>
/// Helper class used to handle docking windows dragging and docking.
/// </summary>
public class WindowDragHelper
{
private FloatWindowDockPanel _toMove;
private Float2 _dragOffset;
private Rectangle _rectDock;
private Float2 _mouse;
private DockState _toSet;
private DockPanel _toDock;
private Window _dragSourceWindow;
private Rectangle _rLeft, _rRight, _rBottom, _rUpper, _rCenter;
private Control _dockHintDown, _dockHintUp, _dockHintLeft, _dockHintRight, _dockHintCenter;
/// <summary>
/// The hint control size.
/// </summary>
public const float HintControlSize = 32.0f;
/// <summary>
/// The opacity of the dragged window when hint controls are shown.
/// </summary>
public const float DragWindowOpacity = 0.4f;
/// <summary>
/// Returns true if any windows are being dragged.
/// </summary>
public static bool IsDragActive { get; private set; }
private WindowDragHelper(FloatWindowDockPanel toMove, Window dragSourceWindow)
{
IsDragActive = true;
_toMove = toMove;
_toSet = DockState.Float;
var window = toMove.Window.Window;
// Bind events
FlaxEngine.Scripting.Update += OnUpdate;
window.MouseUp += OnMouseUp;
// Update rectangles
UpdateRects(Platform.MousePosition);
// Ensure the dragged window stays on top of every other window
window.IsAlwaysOnTop = true;
_dragSourceWindow = dragSourceWindow;
if (_dragSourceWindow != null) // Detaching a tab from existing window
{
_dragOffset = new Float2(window.Size.X / 2, 10.0f);
_dragSourceWindow.MouseUp += OnMouseUp; // The mouse up event is sent to the source window on Windows
// TODO: when detaching tab in floating window (not main window), the drag source window is still main window?
var dragSourceWindowWayland = toMove.MasterPanel?.RootWindow.Window ?? Editor.Instance.Windows.MainWindow;
window.DoDragDrop(window.Title, _dragOffset, dragSourceWindowWayland);
}
else
{
_dragOffset = window.MousePosition;
window.DoDragDrop(window.Title, _dragOffset, window);
}
}
/// <summary>
/// Releases unmanaged and - optionally - managed resources.
/// </summary>
public void Dispose()
{
IsDragActive = false;
var window = _toMove?.Window?.Window;
// Unbind events
FlaxEngine.Scripting.Update -= OnUpdate;
if (window != null)
window.MouseUp -= OnMouseUp;
if (_dragSourceWindow != null)
_dragSourceWindow.MouseUp -= OnMouseUp;
RemoveDockHints();
if (_toMove == null)
return;
if (window != null)
{
window.Opacity = 1.0f;
window.IsAlwaysOnTop = false;
window.BringToFront();
}
// Check if window won't be docked
if (_toSet == DockState.Float)
{
if (window == null)
return;
// Show base window
window.Show();
}
else
{
bool hasNoChildPanels = _toMove.ChildPanelsCount == 0;
// Check if window has only single tab
if (hasNoChildPanels && _toMove.TabsCount == 1)
{
// Dock window
_toMove.GetTab(0).Show(_toSet, _toDock);
}
// Check if dock as tab and has no child panels
else if (hasNoChildPanels && _toSet == DockState.DockFill)
{
// Dock all tabs
while (_toMove.TabsCount > 0)
{
_toMove.GetTab(0).Show(DockState.DockFill, _toDock);
}
}
else
{
var selectedTab = _toMove.SelectedTab;
// Dock the first tab into the target location
if (_toMove.TabsCount > 0)
{
var firstTab = _toMove.GetTab(0);
firstTab.Show(_toSet, _toDock);
// Dock rest of the tabs
while (_toMove.TabsCount > 0)
{
_toMove.GetTab(0).Show(DockState.DockFill, firstTab);
}
}
// Keep selected tab being selected
selectedTab?.SelectTab();
}
// Focus target window
_toDock.Root.Focus();
}
_toMove = null;
}
/// <summary>
/// Start dragging a floating dock panel.
/// </summary>
/// <param name="toMove">Floating dock panel to move.</param>
/// <returns>The window drag helper object.</returns>
public static WindowDragHelper StartDragging(FloatWindowDockPanel toMove)
{
if (toMove == null)
throw new ArgumentNullException();
return new WindowDragHelper(toMove, null);
}
/// <summary>
/// Start dragging a docked panel into a floating window.
/// </summary>
/// <param name="toMove">Dock window to move.</param>
/// <param name="dragSourceWindow">The window where dragging started from.</param>
/// <returns>The window drag helper object.</returns>
public static WindowDragHelper StartDragging(DockWindow toMove, Window dragSourceWindow)
{
if (toMove == null)
throw new ArgumentNullException();
// Create floating window
toMove.CreateFloating();
// Get floating panel
var window = (WindowRootControl)toMove.Root;
var floatingPanelToMove = window.GetChild(0) as FloatWindowDockPanel;
return new WindowDragHelper(floatingPanelToMove, dragSourceWindow);
}
private sealed class DragVisuals : Control
{
public DragVisuals()
{
AnchorPreset = AnchorPresets.StretchAll;
Offsets = Margin.Zero;
}
public override void Draw()
{
base.Draw();
Render2D.DrawRectangle(new Rectangle(Float2.Zero, Size), Style.Current.SelectionBorder);
}
}
private void AddDockHints()
{
if (_toDock == null)
return;
if (_toDock.RootWindow.Window != _dragSourceWindow)
_toDock.RootWindow.Window.MouseUp += OnMouseUp;
_dockHintDown = AddHintControl(new Float2(0.5f, 1));
_dockHintUp = AddHintControl(new Float2(0.5f, 0));
_dockHintLeft = AddHintControl(new Float2(0, 0.5f));
_dockHintRight = AddHintControl(new Float2(1, 0.5f));
_dockHintCenter = AddHintControl(new Float2(0.5f, 0.5f));
Control AddHintControl(Float2 pivot)
{
DragVisuals hintControl = _toDock.AddChild<DragVisuals>();
hintControl.Size = new Float2(HintControlSize);
hintControl.BackgroundColor = Style.Current.Selection.AlphaMultiplied(0.6f);
hintControl.Pivot = pivot;
hintControl.PivotRelative = true;
return hintControl;
}
}
private void RemoveDockHints()
{
if (_toDock == null)
return;
if (_toDock.RootWindow.Window != _dragSourceWindow)
_toDock.RootWindow.Window.MouseUp -= OnMouseUp;
_dockHintDown?.Parent.RemoveChild(_dockHintDown);
_dockHintUp?.Parent.RemoveChild(_dockHintUp);
_dockHintLeft?.Parent.RemoveChild(_dockHintLeft);
_dockHintRight?.Parent.RemoveChild(_dockHintRight);
_dockHintCenter?.Parent.RemoveChild(_dockHintCenter);
_dockHintDown = _dockHintUp = _dockHintLeft = _dockHintRight = _dockHintCenter = null;
}
private void UpdateRects(Float2 mousePos)
{
// Cache mouse position
_mouse = mousePos;
// Check intersection with any dock panel
DockPanel dockPanel = null;
if (_toMove.MasterPanel.HitTest(ref _mouse, _toMove, out var hitResults))
{
dockPanel = hitResults[0];
// Prefer panel which currently has focus
foreach (var hit in hitResults)
{
if (hit.RootWindow.Window.IsFocused)
{
dockPanel = hit;
break;
}
}
// Prefer panel in the same window we hit earlier
if (dockPanel?.RootWindow != _toDock?.RootWindow)
{
foreach (var hit in hitResults)
{
if (hit.RootWindow == _toDock?.RootWindow)
{
dockPanel = _toDock;
break;
}
}
}
}
if (dockPanel != _toDock)
{
RemoveDockHints();
_toDock = dockPanel;
AddDockHints();
// Make sure the all the dock hint areas are not under other windows
_toDock?.RootWindow.Window.BringToFront();
//_toDock?.RootWindow.Window.Focus();
// Make the dragged window transparent when dock hints are visible
_toMove.Window.Window.Opacity = _toDock == null ? 1.0f : DragWindowOpacity;
}
// Check dock state to use
bool showProxyHints = _toDock != null;
bool showBorderHints = showProxyHints;
bool showCenterHint = showProxyHints;
Control hoveredHintControl = null;
Float2 hoveredSizeOverride = Float2.Zero;
if (showProxyHints)
{
// If moved window has not only tabs but also child panels disable docking as tab
if (_toMove.ChildPanelsCount > 0)
showCenterHint = false;
// Disable docking windows with one or more dock panels inside
if (_toMove.ChildPanelsCount > 0)
showBorderHints = false;
// Get dock area
_rectDock = _toDock.DockAreaBounds;
// Cache dock rectangles
var size = _rectDock.Size / Platform.DpiScale;
var offset = _toDock.PointFromScreen(_rectDock.Location);
var borderMargin = 4.0f;
var hintWindowsSize = HintControlSize;
var hintWindowsSize2 = hintWindowsSize * 0.5f;
var hintPreviewSize = new Float2(Math.Max(HintControlSize * 2, size.X * 0.5f), Math.Max(HintControlSize * 2, size.Y * 0.5f));
var centerX = size.X * 0.5f;
var centerY = size.Y * 0.5f;
_rUpper = new Rectangle(centerX - hintWindowsSize2, borderMargin, hintWindowsSize, hintWindowsSize) + offset;
_rBottom = new Rectangle(centerX - hintWindowsSize2, size.Y - hintWindowsSize - borderMargin, hintWindowsSize, hintWindowsSize) + offset;
_rLeft = new Rectangle(borderMargin, centerY - hintWindowsSize2, hintWindowsSize, hintWindowsSize) + offset;
_rRight = new Rectangle(size.X - hintWindowsSize - borderMargin, centerY - hintWindowsSize2, hintWindowsSize, hintWindowsSize) + offset;
_rCenter = new Rectangle(centerX - hintWindowsSize2, centerY - hintWindowsSize2, hintWindowsSize, hintWindowsSize) + offset;
// Hit test, and calculate the approximation for filled area when hovered over the hint
DockState toSet = DockState.Float;
if (showBorderHints)
{
if (_rUpper.Contains(_toDock.PointFromScreen(_mouse)))
{
toSet = DockState.DockTop;
hoveredHintControl = _dockHintUp;
hoveredSizeOverride = new Float2(size.X, hintPreviewSize.Y);
}
else if (_rBottom.Contains(_toDock.PointFromScreen(_mouse)))
{
toSet = DockState.DockBottom;
hoveredHintControl = _dockHintDown;
hoveredSizeOverride = new Float2(size.X, hintPreviewSize.Y);
}
else if (_rLeft.Contains(_toDock.PointFromScreen(_mouse)))
{
toSet = DockState.DockLeft;
hoveredHintControl = _dockHintLeft;
hoveredSizeOverride = new Float2(hintPreviewSize.X, size.Y);
}
else if (_rRight.Contains(_toDock.PointFromScreen(_mouse)))
{
toSet = DockState.DockRight;
hoveredHintControl = _dockHintRight;
hoveredSizeOverride = new Float2(hintPreviewSize.X, size.Y);
}
}
if (showCenterHint && _rCenter.Contains(_toDock.PointFromScreen(_mouse)))
{
toSet = DockState.DockFill;
hoveredHintControl = _dockHintCenter;
hoveredSizeOverride = new Float2(size.X, size.Y);
}
_toSet = toSet;
}
else
{
_toSet = DockState.Float;
}
// Update sizes and opacity of hint controls
if (_toDock != null)
{
if (hoveredHintControl != _dockHintDown)
{
_dockHintDown.Size = new Float2(HintControlSize);
_dockHintDown.BackgroundColor = Style.Current.Selection.AlphaMultiplied(0.6f);
}
if (hoveredHintControl != _dockHintLeft)
{
_dockHintLeft.Size = new Float2(HintControlSize);
_dockHintLeft.BackgroundColor = Style.Current.Selection.AlphaMultiplied(0.6f);
}
if (hoveredHintControl != _dockHintRight)
{
_dockHintRight.Size = new Float2(HintControlSize);
_dockHintRight.BackgroundColor = Style.Current.Selection.AlphaMultiplied(0.6f);
}
if (hoveredHintControl != _dockHintUp)
{
_dockHintUp.Size = new Float2(HintControlSize);
_dockHintUp.BackgroundColor = Style.Current.Selection.AlphaMultiplied(0.6f);
}
if (hoveredHintControl != _dockHintCenter)
{
_dockHintCenter.Size = new Float2(HintControlSize);
_dockHintCenter.BackgroundColor = Style.Current.Selection.AlphaMultiplied(0.6f);
}
if (_toSet != DockState.Float)
{
if (hoveredHintControl != null)
{
hoveredHintControl.BackgroundColor = Style.Current.Selection.AlphaMultiplied(1.0f);
hoveredHintControl.Size = hoveredSizeOverride;
}
}
}
// Update hint controls visibility and location
if (showProxyHints)
{
if (hoveredHintControl != _dockHintDown)
_dockHintDown.Location = _rBottom.Location;
if (hoveredHintControl != _dockHintLeft)
_dockHintLeft.Location = _rLeft.Location;
if (hoveredHintControl != _dockHintRight)
_dockHintRight.Location = _rRight.Location;
if (hoveredHintControl != _dockHintUp)
_dockHintUp.Location = _rUpper.Location;
if (hoveredHintControl != _dockHintCenter)
_dockHintCenter.Location = _rCenter.Location;
_dockHintDown.Visible = showProxyHints & showBorderHints;
_dockHintLeft.Visible = showProxyHints & showBorderHints;
_dockHintRight.Visible = showProxyHints & showBorderHints;
_dockHintUp.Visible = showProxyHints & showBorderHints;
_dockHintCenter.Visible = showProxyHints & showCenterHint;
}
}
private void OnMouseUp(ref Float2 location, MouseButton button, ref bool handled)
{
if (button == MouseButton.Left)
Dispose();
}
private void OnUpdate()
{
var mousePos = Platform.MousePosition;
if (_mouse != mousePos)
OnMouseMove(mousePos);
}
private void OnMouseMove(Float2 mousePos)
{
if (_dragSourceWindow != null)
_toMove.Window.Window.Position = mousePos - _dragOffset;
UpdateRects(mousePos);
}
}
}

View File

@@ -266,6 +266,7 @@ namespace FlaxEditor.GUI.Input
return base.OnMouseDown(location, button);
}
#if !PLATFORM_SDL
/// <inheritdoc />
public override void OnMouseMove(Float2 location)
{
@@ -292,13 +293,45 @@ namespace FlaxEditor.GUI.Input
base.OnMouseMove(location);
}
#else
/// <inheritdoc />
public override void OnMouseMoveRelative(Float2 mouseMotion)
{
var location = Root.TrackingMouseOffset;
if (_isSliding)
{
// Update sliding
ApplySliding(Root.TrackingMouseOffset.X * _slideSpeed);
return;
}
// Update cursor type so user knows they can slide value
if (CanUseSliding && SlideRect.Contains(location) && !_isSliding)
{
Cursor = CursorType.SizeWE;
_cursorChanged = true;
}
else if (_cursorChanged && !_isSliding)
{
Cursor = CursorType.Default;
_cursorChanged = false;
}
base.OnMouseMoveRelative(mouseMotion);
}
#endif
/// <inheritdoc />
public override bool OnMouseUp(Float2 location, MouseButton button)
{
if (button == MouseButton.Left && _isSliding)
{
#if !PLATFORM_SDL
// End sliding and return mouse to original location
RootWindow.MousePosition = _mouseClickedPosition;
#endif
EndSliding();
return true;
}

View File

@@ -12,16 +12,6 @@ namespace FlaxEditor.GUI
/// <seealso cref="FlaxEngine.GUI.ContainerControl" />
public sealed class MainMenu : ContainerControl
{
#if PLATFORM_WINDOWS
private bool _useCustomWindowSystem;
private Image _icon;
private Label _title;
private Button _closeButton;
private Button _minimizeButton;
private Button _maximizeButton;
private LocalizedString _charChromeRestore, _charChromeMaximize;
private Window _window;
#endif
private MainMenuButton _selected;
/// <summary>
@@ -60,200 +50,12 @@ namespace FlaxEditor.GUI
/// <summary>
/// Initializes a new instance of the <see cref="MainMenu"/> class.
/// </summary>
/// <param name="mainWindow">The main window.</param>
public MainMenu(RootControl mainWindow)
public MainMenu()
: base(0, 0, 0, 20)
{
AutoFocus = false;
AnchorPreset = AnchorPresets.HorizontalStretchTop;
#if PLATFORM_WINDOWS
_useCustomWindowSystem = !Editor.Instance.Options.Options.Interface.UseNativeWindowSystem;
if (_useCustomWindowSystem)
{
BackgroundColor = Style.Current.LightBackground;
Height = 28;
var windowIcon = FlaxEngine.Content.LoadAsyncInternal<Texture>(EditorAssets.WindowIcon);
FontAsset windowIconsFont = FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.WindowIconsFont);
Font iconFont = windowIconsFont?.CreateFont(9);
_window = mainWindow.RootWindow.Window;
_window.HitTest += OnHitTest;
_window.Closed += OnWindowClosed;
ScriptsBuilder.GetBinariesConfiguration(out _, out _, out _, out var configuration);
_icon = new Image
{
Margin = new Margin(6, 6, 6, 6),
Brush = new TextureBrush(windowIcon),
Color = Style.Current.Foreground,
KeepAspectRatio = false,
TooltipText = string.Format("{0}\nVersion {1}\nConfiguration {3}\nGraphics {2}", _window.Title, Globals.EngineVersion, GPUDevice.Instance.RendererType, configuration),
Parent = this,
};
_title = new Label(0, 0, Width, Height)
{
Text = _window.Title,
HorizontalAlignment = TextAlignment.Center,
VerticalAlignment = TextAlignment.Center,
ClipText = true,
TextColor = Style.Current.ForegroundGrey,
TextColorHighlighted = Style.Current.ForegroundGrey,
Parent = this,
};
_closeButton = new Button
{
Text = ((char)EditorAssets.SegMDL2Icons.ChromeClose).ToString(),
Font = new FontReference(iconFont),
BackgroundColor = Color.Transparent,
BorderColor = Color.Transparent,
BorderColorHighlighted = Color.Transparent,
BorderColorSelected = Color.Transparent,
TextColor = Style.Current.Foreground,
Width = 46,
BackgroundColorHighlighted = Color.Red,
BackgroundColorSelected = Color.Red.RGBMultiplied(1.3f),
Parent = this,
};
_closeButton.Clicked += () => _window.Close(ClosingReason.User);
_minimizeButton = new Button
{
Text = ((char)EditorAssets.SegMDL2Icons.ChromeMinimize).ToString(),
Font = new FontReference(iconFont),
BackgroundColor = Color.Transparent,
BorderColor = Color.Transparent,
BorderColorHighlighted = Color.Transparent,
BorderColorSelected = Color.Transparent,
TextColor = Style.Current.Foreground,
Width = 46,
BackgroundColorHighlighted = Style.Current.LightBackground.RGBMultiplied(1.3f),
Parent = this,
};
_minimizeButton.Clicked += () => _window.Minimize();
_maximizeButton = new Button
{
Text = ((char)(_window.IsMaximized ? EditorAssets.SegMDL2Icons.ChromeRestore : EditorAssets.SegMDL2Icons.ChromeMaximize)).ToString(),
Font = new FontReference(iconFont),
BackgroundColor = Color.Transparent,
BorderColor = Color.Transparent,
BorderColorHighlighted = Color.Transparent,
BorderColorSelected = Color.Transparent,
TextColor = Style.Current.Foreground,
Width = 46,
BackgroundColorHighlighted = Style.Current.LightBackground.RGBMultiplied(1.3f),
Parent = this,
};
_maximizeButton.Clicked += () =>
{
if (_window.IsMaximized)
_window.Restore();
else
_window.Maximize();
};
_charChromeRestore = ((char)EditorAssets.SegMDL2Icons.ChromeRestore).ToString();
_charChromeMaximize = ((char)EditorAssets.SegMDL2Icons.ChromeMaximize).ToString();
}
else
#endif
{
BackgroundColor = Style.Current.LightBackground;
}
}
#if PLATFORM_WINDOWS
/// <inheritdoc />
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (_maximizeButton != null)
{
_maximizeButton.Text = _window.IsMaximized ? _charChromeRestore : _charChromeMaximize;
}
}
private void OnWindowClosed()
{
if (_window != null)
{
_window.HitTest = null;
_window = null;
}
}
private WindowHitCodes OnHitTest(ref Float2 mouse)
{
var dpiScale = _window.DpiScale;
if (_window.IsMinimized)
return WindowHitCodes.NoWhere;
if (!_window.IsMaximized)
{
var pos = _window.ScreenToClient(mouse * dpiScale); // pos is not DPI adjusted
var winSize = _window.Size;
// Distance from which the mouse is considered to be on the border/corner
float distance = 5.0f * dpiScale;
if (pos.Y > winSize.Y - distance && pos.X < distance)
return WindowHitCodes.BottomLeft;
if (pos.X > winSize.X - distance && pos.Y > winSize.Y - distance)
return WindowHitCodes.BottomRight;
if (pos.Y < distance && pos.X < distance)
return WindowHitCodes.TopLeft;
if (pos.Y < distance && pos.X > winSize.X - distance)
return WindowHitCodes.TopRight;
if (pos.X > winSize.X - distance)
return WindowHitCodes.Right;
if (pos.X < distance)
return WindowHitCodes.Left;
if (pos.Y < distance)
return WindowHitCodes.Top;
if (pos.Y > winSize.Y - distance)
return WindowHitCodes.Bottom;
}
var mousePos = PointFromScreen(mouse * dpiScale);
var controlUnderMouse = GetChildAt(mousePos);
var isMouseOverSth = controlUnderMouse != null && controlUnderMouse != _title;
var rb = GetRightButton();
if (rb != null && _minimizeButton != null && new Rectangle(rb.UpperRight, _minimizeButton.BottomLeft - rb.UpperRight).Contains(ref mousePos) && !isMouseOverSth)
return WindowHitCodes.Caption;
return WindowHitCodes.Client;
}
#endif
/// <summary>
/// Return the rightmost button.
/// </summary>
/// <returns>Rightmost button, null if there is no <see cref="MainMenuButton"/></returns>
private MainMenuButton GetRightButton()
{
MainMenuButton b = null;
foreach (var control in Children)
{
if (b == null && control is MainMenuButton)
b = (MainMenuButton)control;
if (control is MainMenuButton && control.Right > b.Right)
b = (MainMenuButton)control;
}
return b;
BackgroundColor = Style.Current.LightBackground;
}
/// <summary>
@@ -298,26 +100,6 @@ namespace FlaxEditor.GUI
return result;
}
/// <inheritdoc />
public override bool OnMouseDoubleClick(Float2 location, MouseButton button)
{
if (base.OnMouseDoubleClick(location, button))
return true;
#if PLATFORM_WINDOWS
var child = GetChildAtRecursive(location);
if (_useCustomWindowSystem && child is not Button && child is not MainMenuButton)
{
if (_window.IsMaximized)
_window.Restore();
else
_window.Maximize();
}
#endif
return true;
}
/// <inheritdoc />
public override bool OnKeyDown(KeyboardKeys key)
{
@@ -333,16 +115,8 @@ namespace FlaxEditor.GUI
protected override void PerformLayoutAfterChildren()
{
float x = 0;
#if PLATFORM_WINDOWS
if (_useCustomWindowSystem)
{
// Icon
_icon.X = x;
_icon.Size = new Float2(Height);
x += _icon.Width;
}
#endif
WindowDecorations decorations = Parent.GetChild<WindowDecorations>();
x += decorations?.Icon?.Width ?? 0;
// Arrange controls
MainMenuButton rightMostButton = null;
@@ -361,37 +135,21 @@ namespace FlaxEditor.GUI
x += b.Width;
}
}
#if PLATFORM_WINDOWS
if (_useCustomWindowSystem)
{
// Buttons
_closeButton.Height = Height;
_closeButton.X = Width - _closeButton.Width;
_maximizeButton.Height = Height;
_maximizeButton.X = _closeButton.X - _maximizeButton.Width;
_minimizeButton.Height = Height;
_minimizeButton.X = _maximizeButton.X - _minimizeButton.Width;
// Title
_title.Bounds = new Rectangle(x + 2, 0, _minimizeButton.Left - x - 4, Height);
//_title.Text = _title.Width < 300.0f ? Editor.Instance.ProjectInfo.Name : _window.Title;
}
#endif
// Fill the right side if title and buttons are not present
if (decorations?.Title == null)
Width = Parent.Width;
else
Width = x;
}
#if PLATFORM_WINDOWS
/// <inheritdoc />
public override void OnDestroy()
{
base.OnDestroy();
if (_window != null)
{
_window.Closed -= OnWindowClosed;
OnWindowClosed();
}
if (_selected != null)
Selected = null;
}
#endif
}
}

View File

@@ -42,14 +42,12 @@ namespace FlaxEditor.GUI
Text = text;
var style = Style.Current;
#if PLATFORM_WINDOWS
if (Editor.Instance.Options.Options.Interface.UseNativeWindowSystem)
if (!Utilities.Utils.UseCustomWindowDecorations())
{
BackgroundColorMouseOver = style.BackgroundHighlighted;
BackgroundColorMouseOverOpened = style.Background;
}
else
#endif
{
BackgroundColorMouseOver = BackgroundColorMouseOverOpened = style.LightBackground * 1.3f;
}

View File

@@ -0,0 +1,342 @@
// Copyright (c) Wojciech Figat. All rights reserved.
using System;
using FlaxEditor.GUI.Docking;
using FlaxEditor.Options;
using FlaxEngine;
using FlaxEngine.GUI;
namespace FlaxEditor.GUI;
/// <summary>
/// Represents the title bar of the window with buttons.
/// </summary>
/// <seealso cref="FlaxEngine.GUI.ContainerControl" />
public class WindowDecorations : ContainerControl
{
private Image _icon;
private Label _title;
private Button _closeButton;
private Button _minimizeButton;
private Button _maximizeButton;
private LocalizedString _charChromeRestore, _charChromeMaximize;
private Window _window;
/// <summary>
/// The title label in the title bar.
/// </summary>
public Label Title => _title;
/// <summary>
/// The icon used in the title bar.
/// </summary>
public Image Icon => _icon;
/// <summary>
/// The tooltip shown when hovering over the icon.
/// </summary>
public string IconTooltipText
{
get => _icon?.TooltipText ?? null;
set
{
if (_icon != null)
_icon.TooltipText = value;
}
}
/// <summary>
/// Initializes a new instance of the <see cref="WindowDecorations"/> class.
/// </summary>
/// <param name="window">The window.</param>
/// <param name="iconOnly">When set, omit drawing title and buttons.</param>
public WindowDecorations(RootControl window, bool iconOnly = false)
: base(0, 0, 0, 20)
{
_window = window.RootWindow.Window;
AutoFocus = false;
AnchorPreset = AnchorPresets.HorizontalStretchTop;
BackgroundColor = Color.Transparent;
var windowIcon = FlaxEngine.Content.LoadAsyncInternal<Texture>(EditorAssets.WindowIcon);
_icon = new Image
{
Margin = new Margin(4, 4, 4, 4),
Brush = new TextureBrush(windowIcon),
Color = Style.Current.Foreground,
BackgroundColor = Style.Current.LightBackground,
KeepAspectRatio = false,
Parent = this,
};
if (!iconOnly)
{
_icon.Margin = new Margin(6, 6, 6, 6);
Height = 28;
_window.HitTest += OnHitTest;
_window.Closed += OnWindowClosed;
FontAsset windowIconsFont = FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.WindowIconsFont);
Font iconFont = windowIconsFont?.CreateFont(9);
_title = new Label(0, 0, Width, Height)
{
Text = _window.Title,
HorizontalAlignment = TextAlignment.Center,
VerticalAlignment = TextAlignment.Center,
ClipText = true,
TextColor = Style.Current.ForegroundGrey,
TextColorHighlighted = Style.Current.ForegroundGrey,
BackgroundColor = Style.Current.LightBackground,
Parent = this,
};
_closeButton = new Button
{
Text = ((char)EditorAssets.SegMDL2Icons.ChromeClose).ToString(),
Font = new FontReference(iconFont),
BackgroundColor = Style.Current.LightBackground,
BorderColor = Color.Transparent,
BorderColorHighlighted = Color.Transparent,
BorderColorSelected = Color.Transparent,
TextColor = Style.Current.Foreground,
Width = 46,
BackgroundColorHighlighted = Color.Red,
BackgroundColorSelected = Color.Red.RGBMultiplied(1.3f),
Parent = this,
};
_closeButton.Clicked += () => _window.Close(ClosingReason.User);
_minimizeButton = new Button
{
Text = ((char)EditorAssets.SegMDL2Icons.ChromeMinimize).ToString(),
Font = new FontReference(iconFont),
BackgroundColor = Style.Current.LightBackground,
BorderColor = Color.Transparent,
BorderColorHighlighted = Color.Transparent,
BorderColorSelected = Color.Transparent,
TextColor = Style.Current.Foreground,
Width = 46,
BackgroundColorHighlighted = Style.Current.LightBackground.RGBMultiplied(1.3f),
Parent = this,
};
_minimizeButton.Clicked += () => _window.Minimize();
_maximizeButton = new Button
{
Text = ((char)(_window.IsMaximized ? EditorAssets.SegMDL2Icons.ChromeRestore : EditorAssets.SegMDL2Icons.ChromeMaximize)).ToString(),
Font = new FontReference(iconFont),
BackgroundColor = Style.Current.LightBackground,
BorderColor = Color.Transparent,
BorderColorHighlighted = Color.Transparent,
BorderColorSelected = Color.Transparent,
TextColor = Style.Current.Foreground,
Width = 46,
BackgroundColorHighlighted = Style.Current.LightBackground.RGBMultiplied(1.3f),
Parent = this,
};
_maximizeButton.Clicked += () =>
{
if (_window.IsMaximized)
_window.Restore();
else
_window.Maximize();
};
_charChromeRestore = ((char)EditorAssets.SegMDL2Icons.ChromeRestore).ToString();
_charChromeMaximize = ((char)EditorAssets.SegMDL2Icons.ChromeMaximize).ToString();
}
}
/// <inheritdoc />
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (_maximizeButton != null)
{
var maximizeText = _window.IsMaximized ? _charChromeRestore : _charChromeMaximize;
if (_maximizeButton.Text != maximizeText)
_maximizeButton.Text = maximizeText;
}
}
private void OnWindowClosed()
{
if (_window != null)
{
_window.HitTest -= OnHitTest;
_window = null;
}
}
/// <summary>
/// Perform hit test on the window.
/// </summary>
/// <param name="mouse">The mouse position</param>
/// <returns>The hit code for given position.</returns>
protected virtual WindowHitCodes OnHitTest(ref Float2 mouse)
{
if (_window.IsMinimized)
return WindowHitCodes.NoWhere;
var dpiScale = _window.DpiScale;
var pos = _window.ScreenToClient(mouse * dpiScale); // pos is not DPI adjusted
if (!_window.IsMaximized)
{
var winSize = _window.Size;
// Distance from which the mouse is considered to be on the border/corner
float distance = 5.0f * dpiScale;
if (pos.Y > winSize.Y - distance && pos.X < distance)
return WindowHitCodes.BottomLeft;
if (pos.X > winSize.X - distance && pos.Y > winSize.Y - distance)
return WindowHitCodes.BottomRight;
if (pos.Y < distance && pos.X < distance)
return WindowHitCodes.TopLeft;
if (pos.Y < distance && pos.X > winSize.X - distance)
return WindowHitCodes.TopRight;
if (pos.X > winSize.X - distance)
return WindowHitCodes.Right;
if (pos.X < distance)
return WindowHitCodes.Left;
if (pos.Y < distance)
return WindowHitCodes.Top;
if (pos.Y > winSize.Y - distance)
return WindowHitCodes.Bottom;
}
var controlUnderMouse = GetChildAt(pos, control => control != _title);
if (_title.Bounds.Contains(pos) && controlUnderMouse == null)
return WindowHitCodes.Caption;
return WindowHitCodes.Client;
}
/// <inheritdoc />
public override bool OnMouseDoubleClick(Float2 location, MouseButton button)
{
// These may not work with main window due to SDL not passing mouse events
// when interacting with hit tests on caption area...
if (Title.Bounds.Contains(location) && button == MouseButton.Left)
{
if (_window.IsMaximized)
_window.Restore();
else
_window.Maximize();
return true;
}
else if (Icon.Bounds.Contains(location) && button == MouseButton.Left)
{
_window.Close(ClosingReason.User);
return true;
}
return base.OnMouseDoubleClick(location, button);
}
/// <inheritdoc />
protected override void PerformLayoutAfterChildren()
{
// Calculate extents for title bounds area excluding the icon and main menu area
float x = 0;
// Icon
if (_icon != null)
{
_icon.X = x;
_icon.Size = new Float2(Height);
x += _icon.Width;
}
// Main menu if present
if (Parent.GetChild<MainMenu>() is MainMenu mainMenu)
{
for (int i = 0; i < mainMenu.Children.Count; i++)
{
var c = mainMenu.Children[i];
if (c is MainMenuButton b && c.Visible)
{
b.Bounds = new Rectangle(x, 0, b.Width, Height);
x += b.Width;
}
}
}
// Buttons
float rightMostButtonX = Width;
if (_closeButton != null)
{
_closeButton.Height = Height;
_closeButton.X = rightMostButtonX - _closeButton.Width;
rightMostButtonX = _closeButton.X;
}
if (_maximizeButton != null)
{
_maximizeButton.Height = Height;
_maximizeButton.X = rightMostButtonX - _maximizeButton.Width;
rightMostButtonX = _maximizeButton.X;
}
if (_minimizeButton != null)
{
_minimizeButton.Height = Height;
_minimizeButton.X = rightMostButtonX - _minimizeButton.Width;
rightMostButtonX = _minimizeButton.X;
}
// Title
if (_title != null)
{
_title.Text = _window.Title;
_title.Bounds = new Rectangle(x, 0, rightMostButtonX - x, Height);
}
}
/// <inheritdoc />
public override void Draw()
{
base.Draw();
DrawBorders();
}
/// <summary>
/// Draw borders around the window.
/// </summary>
public virtual void DrawBorders()
{
var win = RootWindow.Window;
if (win.IsMaximized)
return;
if (Editor.Instance.UI.StatusBar == null)
return;
const float thickness = 1.0f;
Color color = Editor.Instance.UI.StatusBar.StatusColor;
Rectangle rect = new Rectangle(thickness * 0.5f, thickness * 0.5f, Parent.Width - thickness, Parent.Height - thickness);
Render2D.DrawRectangle(rect, color);
}
/// <inheritdoc />
public override void OnDestroy()
{
base.OnDestroy();
if (_window != null)
{
_window.Closed -= OnWindowClosed;
OnWindowClosed();
}
}
}

View File

@@ -402,10 +402,11 @@ DEFINE_INTERNAL_CALL(void) EditorInternal_RunVisualScriptBreakpointLoopTick(floa
break;
}
}
WindowsManager::WindowsLocker.Unlock();
for (const auto& e : inputEvents)
{
auto window = e.Target ? e.Target : defaultWindow;
if (!window)
if (!window || window->IsClosed())
continue;
switch (e.Type)
{
@@ -435,12 +436,14 @@ DEFINE_INTERNAL_CALL(void) EditorInternal_RunVisualScriptBreakpointLoopTick(floa
case InputDevice::EventType::MouseMove:
window->OnMouseMove(window->ScreenToClient(e.MouseData.Position));
break;
case InputDevice::EventType::MouseMoveRelative:
window->OnMouseMoveRelative(e.MouseMovementData.PositionRelative);
break;
case InputDevice::EventType::MouseLeave:
window->OnMouseLeave();
break;
}
}
WindowsManager::WindowsLocker.Unlock();
}
WindowsManager::WindowsLocker.Lock();
Array<Window*, InlinedAllocation<32>> windows;

View File

@@ -1013,7 +1013,7 @@ namespace FlaxEditor.Modules
ContentItem item;
if (path.EndsWith(".cs"))
item = new CSharpScriptItem(path);
else if (path.EndsWith(".cpp") || path.EndsWith(".h"))
else if (path.EndsWith(".cpp") || path.EndsWith(".h") || path.EndsWith(".c") || path.EndsWith(".hpp"))
item = new CppScriptItem(path);
else if (path.EndsWith(".shader") || path.EndsWith(".hlsl"))
item = new ShaderSourceItem(path);

View File

@@ -222,7 +222,7 @@ namespace FlaxEditor.Modules
outputExtension = extension;
// Check if can place source files here
if (!targetLocation.CanHaveScripts && (extension == ".cs" || extension == ".cpp" || extension == ".h"))
if (!targetLocation.CanHaveScripts && (extension == ".cs" || extension == ".cpp" || extension == ".h" || extension == ".c" || extension == ".hpp"))
{
// Error
Editor.LogWarning(string.Format("Cannot import \'{0}\' to \'{1}\'. The target directory cannot have scripts.", inputPath, targetLocation.Node.Path));

View File

@@ -267,7 +267,7 @@ namespace FlaxEditor.Modules
}
/// <inheritdoc />
public override void OnPlayBegin()
public override void OnPlayBeginning()
{
Editor.Windows.FlashMainWindow();

View File

@@ -16,7 +16,6 @@ using FlaxEditor.Windows;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Json;
using DockHintWindow = FlaxEditor.GUI.Docking.DockHintWindow;
using MasterDockPanel = FlaxEditor.GUI.Docking.MasterDockPanel;
using FlaxEditor.Content.Settings;
using FlaxEditor.Options;
@@ -29,6 +28,40 @@ namespace FlaxEditor.Modules
/// <seealso cref="FlaxEditor.Modules.EditorModule" />
public sealed class UIModule : EditorModule
{
private class MainWindowDecorations : WindowDecorations
{
public MainWindowDecorations(RootControl window, bool iconOnly)
: base(window, iconOnly)
{
}
/// <inheritdoc />
public override bool OnKeyDown(KeyboardKeys key)
{
if (base.OnKeyDown(key))
return true;
// Fallback to the edit window for shortcuts
var editor = Editor.Instance;
return editor.Windows.EditWin.InputActions.Process(editor, this, key);
}
/// <inheritdoc />
public override void DrawBorders()
{
// Draw main window borders if using a custom style
var win = RootWindow.Window;
if (win.IsMaximized)
return;
var color = Editor.Instance.UI.StatusBar.StatusColor;
var rect = new Rectangle(0.5f, 0.5f, Parent.Width - 1.0f, Parent.Height - 1.0f - StatusBar.DefaultHeight);
Render2D.DrawLine(rect.UpperLeft, rect.UpperRight, color);
Render2D.DrawLine(rect.UpperLeft, rect.BottomLeft, color);
Render2D.DrawLine(rect.UpperRight, rect.BottomRight, color);
}
}
private Label _progressLabel;
private ProgressBar _progressBar;
private Button _outputLogButton;
@@ -97,6 +130,11 @@ namespace FlaxEditor.Modules
/// </summary>
public MainMenu MainMenu;
/// <summary>
/// The window decorations (title bar with buttons)
/// </summary>
public WindowDecorations WindowDecorations;
/// <summary>
/// The tool strip control.
/// </summary>
@@ -377,19 +415,11 @@ namespace FlaxEditor.Modules
InitToolstrip(mainWindow);
InitStatusBar(mainWindow);
InitDockPanel(mainWindow);
InitWindowDecorations(mainWindow);
Editor.Options.OptionsChanged += OnOptionsChanged;
// Add dummy control for drawing the main window borders if using a custom style
#if PLATFORM_WINDOWS
if (!Editor.Options.Options.Interface.UseNativeWindowSystem)
#endif
{
mainWindow.AddChild(new CustomWindowBorderControl
{
Size = Float2.Zero,
});
}
mainWindow.PerformLayout(true);
}
/// <inheritdoc />
@@ -410,23 +440,6 @@ namespace FlaxEditor.Modules
}
}
private class CustomWindowBorderControl : Control
{
/// <inheritdoc />
public override void Draw()
{
var win = RootWindow.Window;
if (win.IsMaximized)
return;
var color = Editor.Instance.UI.StatusBar.StatusColor;
var rect = new Rectangle(0.5f, 0.5f, Parent.Width - 1.0f, Parent.Height - 1.0f - StatusBar.DefaultHeight);
Render2D.DrawLine(rect.UpperLeft, rect.UpperRight, color);
Render2D.DrawLine(rect.UpperLeft, rect.BottomLeft, color);
Render2D.DrawLine(rect.UpperRight, rect.BottomRight, color);
}
}
/// <inheritdoc />
public override void OnEndInit()
{
@@ -458,13 +471,6 @@ namespace FlaxEditor.Modules
UpdateToolstrip();
}
/// <inheritdoc />
public override void OnExit()
{
// Cleanup dock panel hint proxy windows (Flax will destroy them by var but it's better to clear them earlier)
DockHintWindow.Proxy.Dispose();
}
private IColorPickerDialog ShowPickColorDialog(Control targetControl, Color initialValue, ColorValueBox.ColorPickerEvent colorChanged, ColorValueBox.ColorPickerClosedEvent pickerClosed, bool useDynamicEditing)
{
var dialog = new ColorPickerDialog(initialValue, colorChanged, pickerClosed, useDynamicEditing);
@@ -518,10 +524,12 @@ namespace FlaxEditor.Modules
private void InitMainMenu(RootControl mainWindow)
{
MainMenu = new MainMenu(mainWindow)
MainMenu = new MainMenu()
{
Parent = mainWindow
};
if (Utilities.Utils.UseCustomWindowDecorations(isMainWindow: true))
MainMenu.Height = 28;
var inputOptions = Editor.Options.Options.Input;
@@ -661,6 +669,20 @@ namespace FlaxEditor.Modules
cm.AddButton("Information about Flax", () => new AboutDialog().Show());
}
private void InitWindowDecorations(RootControl mainWindow)
{
ScriptsBuilder.GetBinariesConfiguration(out _, out _, out _, out var configuration);
var driver = Platform.DisplayServer;
if (!string.IsNullOrEmpty(driver))
driver = $" ({driver})";
WindowDecorations = new MainWindowDecorations(mainWindow, !Utilities.Utils.UseCustomWindowDecorations(isMainWindow: true))
{
Parent = mainWindow,
IconTooltipText = $"{mainWindow.RootWindow.Title}\nVersion {Globals.EngineVersion}\nConfiguration {configuration}\nGraphics {GPUDevice.Instance.RendererType}{driver}",
};
}
private void OnOptionsChanged(EditorOptions options)
{
var inputOptions = options.Input;
@@ -1070,6 +1092,7 @@ namespace FlaxEditor.Modules
{
// Clear UI references (GUI cannot be used after window closing)
MainMenu = null;
WindowDecorations = null;
ToolStrip = null;
MasterPanel = null;
StatusBar = null;

View File

@@ -10,7 +10,6 @@ using System.Text;
using System.Xml;
using FlaxEditor.Content;
using FlaxEditor.GUI.Dialogs;
using FlaxEditor.GUI.Docking;
using FlaxEditor.Windows;
using FlaxEditor.Windows.Assets;
using FlaxEditor.Windows.Profiler;
@@ -758,17 +757,19 @@ namespace FlaxEditor.Modules
var settings = CreateWindowSettings.Default;
settings.Title = "Flax Editor";
settings.Size = Platform.DesktopSize * 0.75f;
settings.MinimumSize = new Float2(200, 150);
settings.StartPosition = WindowStartPosition.CenterScreen;
settings.ShowAfterFirstPaint = true;
#if PLATFORM_WINDOWS
if (!Editor.Instance.Options.Options.Interface.UseNativeWindowSystem)
if (Utilities.Utils.UseCustomWindowDecorations(isMainWindow: true))
{
settings.HasBorder = false;
#if PLATFORM_WINDOWS && !PLATFORM_SDL
// Skip OS sizing frame and implement it using LeftButtonHit
settings.HasSizingFrame = false;
#endif
}
#elif PLATFORM_LINUX
#if PLATFORM_LINUX && !PLATFORM_SDL
settings.HasBorder = false;
#endif
MainWindow = Platform.CreateWindow(ref settings);

View File

@@ -160,21 +160,47 @@ namespace FlaxEditor.Options
GameWindowThenRestore,
}
/// <summary>
/// Options for type of window decorations to use.
/// </summary>
public enum WindowDecorationsType
{
/// <summary>
/// Determined automatically based on the system and any known compatibility issues with native decorations.
/// </summary>
Auto,
/// <summary>
/// Automatically choose most compatible window decorations for child windows, prefer custom decorations on main window.
/// </summary>
[EditorDisplay(Name = "Auto (Child Only)")]
AutoChildOnly,
/// <summary>
/// Use native system window decorations on all windows.
/// </summary>
Native,
/// <summary>
/// Use custom client-side window decorations on all windows.
/// </summary>
[EditorDisplay(Name = "Client-side")]
ClientSide,
}
/// <summary>
/// Gets or sets the Editor User Interface scale. Applied to all UI elements, windows and text. Can be used to scale the interface up on a bigger display. Editor restart required.
/// </summary>
[DefaultValue(1.0f), Limit(0.1f, 10.0f)]
[EditorDisplay("Interface"), EditorOrder(10), Tooltip("Editor User Interface scale. Applied to all UI elements, windows and text. Can be used to scale the interface up on a bigger display. Editor restart required.")]
public float InterfaceScale { get; set; } = 1.0f;
#if PLATFORM_WINDOWS
/// <summary>
/// Gets or sets a value indicating whether use native window title bar. Editor restart required.
/// Gets or sets a value indicating whether use native window title bar decorations in child windows. Editor restart required.
/// </summary>
[DefaultValue(false)]
[EditorDisplay("Interface"), EditorOrder(70), Tooltip("Determines whether use native window title bar. Editor restart required.")]
public bool UseNativeWindowSystem { get; set; } = false;
#endif
[DefaultValue(WindowDecorationsType.AutoChildOnly)]
[EditorDisplay("Interface"), EditorOrder(70), Tooltip("Determines whether use native window title bar decorations. Editor restart required.")]
public WindowDecorationsType WindowDecorations { get; set; } = WindowDecorationsType.AutoChildOnly;
/// <summary>
/// Gets or sets a value indicating whether show selected camera preview in the editor window.

View File

@@ -121,9 +121,13 @@ void ScriptsBuilderImpl::sourceDirEvent(const String& path, FileSystemAction act
// Discard non-source files or generated files
if ((!path.EndsWith(TEXT(".cs")) &&
!path.EndsWith(TEXT(".cpp")) &&
!path.EndsWith(TEXT(".c")) &&
!path.EndsWith(TEXT(".hpp")) &&
!path.EndsWith(TEXT(".h"))) ||
path.EndsWith(TEXT(".Gen.cs")))
{
return;
}
ScopeLock scopeLock(_locker);
_lastSourceCodeEdited = DateTime::Now();

View File

@@ -1,131 +0,0 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#include "ScreenUtilities.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Delegate.h"
#include "Engine/Core/Log.h"
#include "Engine/Profiler/ProfilerCPU.h"
Delegate<Color32> ScreenUtilities::PickColorDone;
#if PLATFORM_WINDOWS
#include <Windows.h>
#pragma comment(lib, "Gdi32.lib")
static HHOOK MouseCallbackHook;
LRESULT CALLBACK OnScreenUtilsMouseCallback(_In_ int nCode, _In_ WPARAM wParam, _In_ LPARAM lParam)
{
if (nCode >= 0 && wParam == WM_LBUTTONDOWN)
{
UnhookWindowsHookEx(MouseCallbackHook);
// Push event with the picked color
const Float2 cursorPos = Platform::GetMousePosition();
const Color32 colorPicked = ScreenUtilities::GetColorAt(cursorPos);
ScreenUtilities::PickColorDone(colorPicked);
return 1;
}
return CallNextHookEx(NULL, nCode, wParam, lParam);
}
Color32 ScreenUtilities::GetColorAt(const Float2& pos)
{
PROFILE_CPU();
HDC deviceContext = GetDC(NULL);
COLORREF color = GetPixel(deviceContext, (int)pos.X, (int)pos.Y);
ReleaseDC(NULL, deviceContext);
return Color32(GetRValue(color), GetGValue(color), GetBValue(color), 255);
}
void ScreenUtilities::PickColor()
{
MouseCallbackHook = SetWindowsHookEx(WH_MOUSE_LL, OnScreenUtilsMouseCallback, NULL, NULL);
if (MouseCallbackHook == NULL)
{
LOG(Warning, "Failed to set mouse hook.");
LOG(Warning, "Error: {0}", GetLastError());
}
}
#elif PLATFORM_LINUX
#include "Engine/Platform/Linux/LinuxPlatform.h"
#include "Engine/Platform/Linux/IncludeX11.h"
Color32 ScreenUtilities::GetColorAt(const Float2& pos)
{
X11::XColor color;
X11::Display* display = (X11::Display*) LinuxPlatform::GetXDisplay();
int defaultScreen = X11::XDefaultScreen(display);
X11::XImage* image;
image = X11::XGetImage(display, X11::XRootWindow(display, defaultScreen), (int)pos.X, (int)pos.Y, 1, 1, AllPlanes, XYPixmap);
color.pixel = XGetPixel(image, 0, 0);
X11::XFree(image);
X11::XQueryColor(display, X11::XDefaultColormap(display, defaultScreen), &color);
Color32 outputColor;
outputColor.R = color.red / 256;
outputColor.G = color.green / 256;
outputColor.B = color.blue / 256;
outputColor.A = 255;
return outputColor;
}
void OnScreenUtilsXEventCallback(void* eventPtr)
{
X11::XEvent* event = (X11::XEvent*) eventPtr;
X11::Display* display = (X11::Display*)LinuxPlatform::GetXDisplay();
if (event->type == ButtonPress)
{
const Float2 cursorPos = Platform::GetMousePosition();
const Color32 colorPicked = ScreenUtilities::GetColorAt(cursorPos);
X11::XUngrabPointer(display, CurrentTime);
ScreenUtilities::PickColorDone(colorPicked);
LinuxPlatform::xEventRecieved.Unbind(OnScreenUtilsXEventCallback);
}
}
void ScreenUtilities::PickColor()
{
PROFILE_CPU();
X11::Display* display = (X11::Display*) LinuxPlatform::GetXDisplay();
X11::Window rootWindow = X11::XRootWindow(display, X11::XDefaultScreen(display));
X11::Cursor cursor = XCreateFontCursor(display, 130);
int grabbedPointer = X11::XGrabPointer(display, rootWindow, 0, ButtonPressMask, GrabModeAsync, GrabModeAsync, rootWindow, cursor, CurrentTime);
if (grabbedPointer != GrabSuccess)
{
LOG(Error, "Failed to grab cursor for events.");
X11::XFreeCursor(display, cursor);
return;
}
X11::XFreeCursor(display, cursor);
LinuxPlatform::xEventRecieved.Bind(OnScreenUtilsXEventCallback);
}
#elif PLATFORM_MAC
#include <Cocoa/Cocoa.h>
#include <AppKit/AppKit.h>
Color32 ScreenUtilities::GetColorAt(const Float2& pos)
{
// TODO: implement ScreenUtilities for macOS
return { 0, 0, 0, 255 };
}
void ScreenUtilities::PickColor()
{
// This is what C# calls to start the color picking sequence
// This should stop mouse clicks from working for one click, and that click is on the selected color
// There is a class called NSColorSample that might implement that for you, but maybe not.
}
#endif

View File

@@ -2,32 +2,4 @@
#pragma once
#include "Engine/Core/Types/BaseTypes.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Delegate.h"
/// <summary>
/// Platform-dependent screen utilities.
/// </summary>
API_CLASS(Static) class FLAXENGINE_API ScreenUtilities
{
DECLARE_SCRIPTING_TYPE_MINIMAL(ScreenUtilities);
/// <summary>
/// Gets the pixel color at the specified coordinates.
/// </summary>
/// <param name="pos">Screen-space coordinate to read.</param>
/// <returns>Pixel color at the specified coordinates.</returns>
API_FUNCTION() static Color32 GetColorAt(const Float2& pos);
/// <summary>
/// Starts async color picking. Color will be returned through PickColorDone event when the actions ends (user selected the final color with a mouse). When action is active, GetColorAt can be used to read the current value.
/// </summary>
API_FUNCTION() static void PickColor();
/// <summary>
/// Called when PickColor action is finished.
/// </summary>
API_EVENT() static Delegate<Color32> PickColorDone;
};
#include "Engine/Platform/ScreenUtilities.h"

View File

@@ -1559,5 +1559,17 @@ namespace FlaxEditor.Utilities
c = c.Parent;
return c as ISceneEditingContext;
}
internal static bool UseCustomWindowDecorations(bool isMainWindow = false)
{
return Editor.Instance.Options.Options.Interface.WindowDecorations switch
{
Options.InterfaceOptions.WindowDecorationsType.Auto => !Platform.SupportsNativeDecorations,
Options.InterfaceOptions.WindowDecorationsType.AutoChildOnly => !isMainWindow ? !Platform.SupportsNativeDecorations : true,
Options.InterfaceOptions.WindowDecorationsType.Native => false,
Options.InterfaceOptions.WindowDecorationsType.ClientSide => true,
_ => throw new ArgumentOutOfRangeException()
};
}
}
}

View File

@@ -77,7 +77,7 @@ namespace FlaxEditor.Viewport
public bool SnapToVertex => ContainsFocus && Editor.Instance.Options.Options.Input.SnapToVertex.Process(Root);
/// <inheritdoc />
public Float2 MouseDelta => _mouseDelta;
public Float2 MouseDelta => FlaxEngine.Input.MousePositionDelta;
/// <inheritdoc />
public bool UseSnapping => Root?.GetKey(KeyboardKeys.Control) ?? false;

View File

@@ -4,6 +4,7 @@ using System;
using System.Linq;
using FlaxEditor.Content.Settings;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.GUI.Docking;
using FlaxEditor.GUI.Input;
using FlaxEditor.Options;
using FlaxEditor.Viewport.Cameras;
@@ -158,18 +159,22 @@ namespace FlaxEditor.Viewport
private float _movementSpeed;
private float _minMovementSpeed;
private float _maxMovementSpeed;
#if !PLATFORM_SDL
private float _mouseAccelerationScale;
private bool _useMouseFiltering;
private bool _useMouseAcceleration;
#endif
// Input
internal bool _disableInputUpdate;
private bool _isControllingMouse, _isViewportControllingMouse, _wasVirtualMouseRightDown, _isVirtualMouseRightDown;
private int _deltaFilteringStep;
private Float2 _startPos;
#if !PLATFORM_SDL
private Float2 _mouseDeltaLast;
private int _deltaFilteringStep;
private Float2[] _deltaFilteringBuffer = new Float2[FpsCameraFilteringFrames];
#endif
/// <summary>
/// The previous input (from the previous update).
@@ -522,10 +527,11 @@ namespace FlaxEditor.Viewport
: base(task)
{
_editor = Editor.Instance;
#if !PLATFORM_SDL
_mouseAccelerationScale = 0.1f;
_useMouseFiltering = false;
_useMouseAcceleration = false;
#endif
_camera = camera;
if (_camera != null)
_camera.Viewport = this;
@@ -1520,7 +1526,9 @@ namespace FlaxEditor.Viewport
// Hide cursor and start tracking mouse movement
win.StartTrackingMouse(false);
win.Cursor = CursorType.Hidden;
win.MouseMoveRelative += OnMouseMoveRelative;
#if !PLATFORM_SDL
// Center mouse position if it's too close to the edge
var size = Size;
var center = Float2.Round(size * 0.5f);
@@ -1529,6 +1537,7 @@ namespace FlaxEditor.Viewport
_viewMousePos = center;
win.MousePosition = PointToWindow(_viewMousePos);
}
#endif
}
/// <summary>
@@ -1540,6 +1549,7 @@ namespace FlaxEditor.Viewport
// Restore cursor and stop tracking mouse movement
win.Cursor = CursorType.Default;
win.EndTrackingMouse();
win.MouseMoveRelative -= OnMouseMoveRelative;
}
/// <summary>
@@ -1621,18 +1631,15 @@ namespace FlaxEditor.Viewport
// Get parent window
var win = (WindowRootControl)Root;
// Get current mouse position in the view
if (win.IsFocused)
{
// When the window is not focused, the position in window does not return sane values
Float2 pos = PointFromWindow(win.MousePosition);
if (!float.IsInfinity(pos.LengthSquared))
_viewMousePos = pos;
// Get current mouse position in the view
_viewMousePos = PointFromWindow(win.MousePosition);
}
// Update input
var window = win.Window;
var canUseInput = window != null && window.IsFocused && window.IsForegroundWindow;
var canUseInput = window != null && window.IsFocused && window.IsForegroundWindow && !WindowDragHelper.IsDragActive;
{
// Get input buttons and keys (skip if viewport has no focus or mouse is over a child control)
var isViewportControllingMouse = canUseInput && IsControllingMouse;
@@ -1644,9 +1651,17 @@ namespace FlaxEditor.Viewport
else
EndMouseCapture();
}
bool useMouse = IsControllingMouse || (Mathf.IsInRange(_viewMousePos.X, 0, Width) && Mathf.IsInRange(_viewMousePos.Y, 0, Height));
_prevInput = _input;
#if PLATFORM_SDL
bool useMouse = IsControllingMouse || ContainsPoint(ref _viewMousePos) || _prevInput.IsControllingMouse;
var hit = GetChildAt(_viewMousePos, c => c.Visible && !(c is CanvasRootControl) && !(c is UIEditorRoot));
if (_prevInput.IsControllingMouse)
hit = null;
#else
bool useMouse = IsControllingMouse || ContainsPoint(ref _viewMousePos);
var hit = GetChildAt(_viewMousePos, c => c.Visible && !(c is CanvasRootControl) && !(c is UIEditorRoot));
#endif
if (canUseInput && ContainsFocus && hit == null)
_input.Gather(win.Window, useMouse, ref _prevInput);
else
@@ -1759,6 +1774,10 @@ namespace FlaxEditor.Viewport
if (_input.IsControlDown)
moveDelta *= 0.3f;
#if PLATFORM_SDL
var mouseDelta = _mouseDelta;
_mouseDelta = Float2.Zero;
#else
// Calculate smooth mouse delta not dependant on viewport size
var offset = _viewMousePos - _startPos;
if (_input.IsZooming && !_input.IsMouseRightDown && !_input.IsMouseLeftDown && !_input.IsMouseMiddleDown && !_isOrtho && !rmbWheel && !_isVirtualMouseRightDown)
@@ -1800,6 +1819,7 @@ namespace FlaxEditor.Viewport
mouseDelta += _mouseDeltaLast * _mouseAccelerationScale;
_mouseDeltaLast = currentDelta;
}
#endif
// Update
moveDelta *= dt * (60.0f * 4.0f);
@@ -1808,12 +1828,14 @@ namespace FlaxEditor.Viewport
mouseDelta *= new Float2(1, -1);
UpdateView(dt, ref moveDelta, ref mouseDelta, out var centerMouse);
#if !PLATFORM_SDL
// Move mouse back to the root position
if (centerMouse && (_input.IsMouseRightDown || _input.IsMouseLeftDown || _input.IsMouseMiddleDown || _isVirtualMouseRightDown))
{
var center = PointToWindow(_startPos);
win.MousePosition = center;
}
#endif
// Change Ortho size on mouse scroll
if (_isOrtho && !rmbWheel)
@@ -1825,6 +1847,8 @@ namespace FlaxEditor.Viewport
}
else
{
#if PLATFORM_SDL
#else
if (_input.IsMouseLeftDown || _input.IsMouseRightDown || _isVirtualMouseRightDown)
{
// Calculate smooth mouse delta not dependant on viewport size
@@ -1839,6 +1863,7 @@ namespace FlaxEditor.Viewport
_mouseDelta = Float2.Zero;
}
_mouseDeltaLast = Float2.Zero;
#endif
if (ContainsFocus)
{
@@ -1888,6 +1913,12 @@ namespace FlaxEditor.Viewport
_input.MouseWheelDelta = 0;
}
/// <inheritdoc />
public void OnMouseMoveRelative(ref Float2 mouseMotion)
{
_mouseDelta += mouseMotion;
}
/// <inheritdoc />
public override bool OnMouseDown(Float2 location, MouseButton button)
{
@@ -1953,7 +1984,8 @@ namespace FlaxEditor.Viewport
if (_isControllingMouse)
{
OnControlMouseEnd(RootWindow.Window);
if (RootWindow?.Window != null)
OnControlMouseEnd(RootWindow.Window);
_isControllingMouse = false;
_isVirtualMouseRightDown = false;
}

View File

@@ -611,16 +611,25 @@ namespace FlaxEditor.Viewport
// Don't allow rubber band selection when gizmo is controlling mouse, vertex painting mode, or cloth painting is enabled
bool canStart = !(IsControllingMouse || IsRightMouseButtonDown || IsAltKeyDown) &&
Gizmos?.Active is TransformGizmo && !Gizmos.Active.IsControllingMouse;
Gizmos?.Active is TransformGizmo;
_rubberBandSelector.TryCreateRubberBand(canStart, _viewMousePos);
}
/// <inheritdoc />
protected override void OnControlMouseBegin(Window win)
{
_rubberBandSelector.ReleaseRubberBandSelection();
base.OnControlMouseBegin(win);
}
/// <inheritdoc />
protected override void OnLeftMouseButtonDown()
{
base.OnLeftMouseButtonDown();
_rubberBandSelector.TryStartingRubberBandSelection();
if (!IsAltKeyDown)
_rubberBandSelector.TryStartingRubberBandSelection();
}
/// <inheritdoc />

View File

@@ -129,6 +129,9 @@ namespace FlaxEditor.Windows
"Mono Project - www.mono-project.com",
#if USE_NETCORE
".NET - www.dotnet.microsoft.com",
#endif
#if PLATFORM_SDL
"Simple DirectMedia Layer - www.libsdl.org",
#endif
"FreeType Project - www.freetype.org",
"Assimp - www.assimp.sourceforge.net",

View File

@@ -1063,7 +1063,7 @@ namespace FlaxEditor.Windows
_cursorVisible = Screen.CursorVisible;
_cursorLockMode = Screen.CursorLock;
Screen.CursorVisible = true;
if (Screen.CursorLock == CursorLockMode.Clipped)
if (Screen.CursorLock == CursorLockMode.Clipped || Screen.CursorLock == CursorLockMode.Locked)
Screen.CursorLock = CursorLockMode.None;
// Defocus
@@ -1152,8 +1152,11 @@ namespace FlaxEditor.Windows
if (Editor.StateMachine.IsPlayMode && !Editor.StateMachine.PlayingState.IsPaused)
{
// Make sure the cursor is always in the viewport when cursor is locked
bool forceCenter = _cursorLockMode != CursorLockMode.None && !IsMouseOver;
// Center mouse in play mode
if (CenterMouseOnFocus)
if (CenterMouseOnFocus || forceCenter)
{
var center = PointToWindow(Size * 0.5f);
Root.MousePosition = center;
@@ -1178,9 +1181,10 @@ namespace FlaxEditor.Windows
_cursorVisible = Screen.CursorVisible;
_cursorLockMode = Screen.CursorLock;
// Restore cursor visibility (could be hidden by the game)
// Restore cursor state, could be hidden or locked by the game
if (!_cursorVisible)
Screen.CursorVisible = true;
Screen.CursorLock = CursorLockMode.None;
}
}

View File

@@ -26,7 +26,6 @@ namespace FlaxEditor.Windows
private Tree _tree;
private Panel _sceneTreePanel;
private bool _isUpdatingSelection;
private bool _isMouseDown;
private bool _blockSceneTreeScroll = false;
private DragAssets _dragAssets;
@@ -374,10 +373,7 @@ namespace FlaxEditor.Windows
return true;
if (buttons == MouseButton.Right)
{
_isMouseDown = true;
return true;
}
return false;
}
@@ -388,10 +384,8 @@ namespace FlaxEditor.Windows
if (base.OnMouseUp(location, buttons))
return true;
if (_isMouseDown && buttons == MouseButton.Right)
if (buttons == MouseButton.Right)
{
_isMouseDown = false;
if (Editor.StateMachine.CurrentState.CanEditScene)
{
// Show context menu
@@ -416,14 +410,6 @@ namespace FlaxEditor.Windows
return false;
}
/// <inheritdoc />
public override void OnLostFocus()
{
_isMouseDown = false;
base.OnLostFocus();
}
/// <inheritdoc />
public override DragDropEffect OnDragEnter(ref Float2 location, DragData data)
{

View File

@@ -28,7 +28,7 @@ const Char* SplashScreenQuotes[] =
#elif PLATFORM_LINUX
TEXT("Try it on a Raspberry"),
TEXT("Trying to exit vim"),
TEXT("Sudo flax --loadproject"),
TEXT("sudo flax --project HelloWorld.flaxproj"),
#elif PLATFORM_MAC
TEXT("don't compare Macbooks to oranges."),
TEXT("Why does macbook heat up?\nBecause it doesn't have windows"),
@@ -104,6 +104,7 @@ const Char* SplashScreenQuotes[] =
TEXT("You have my bow.\nAnd my axe!"),
TEXT("To the bridge of Khazad-dum."),
TEXT("One ring to rule them all.\nOne ring to find them."),
TEXT("Where there's a whip, there's a way."),
TEXT("That's what she said"),
TEXT("We could be compiling shaders here"),
TEXT("Hello There"),
@@ -164,7 +165,7 @@ void SplashScreen::Show()
settings.AllowMaximize = false;
settings.AllowDragAndDrop = false;
settings.IsTopmost = false;
settings.IsRegularWindow = false;
settings.Type = WindowType::Utility;
settings.HasSizingFrame = false;
settings.ShowAfterFirstPaint = true;
settings.StartPosition = WindowStartPosition::CenterScreen;

View File

@@ -145,6 +145,12 @@ bool CommandLine::Parse(const Char* cmdLine)
PARSE_BOOL_SWITCH("-monolog ", MonoLog);
PARSE_BOOL_SWITCH("-mute ", Mute);
PARSE_BOOL_SWITCH("-lowdpi ", LowDPI);
#if PLATFORM_LINUX && PLATFORM_SDL
PARSE_BOOL_SWITCH("-wayland ", Wayland);
PARSE_BOOL_SWITCH("-x11 ", X11);
#endif
#if USE_EDITOR
PARSE_BOOL_SWITCH("-clearcache ", ClearCache);
PARSE_BOOL_SWITCH("-clearcooker ", ClearCookerCache);

View File

@@ -127,6 +127,20 @@ public:
/// </summary>
Nullable<bool> LowDPI;
#if PLATFORM_LINUX && PLATFORM_SDL
/// <summary>
/// -wayland (prefer Wayland over X11 as display server)
/// </summary>
Nullable<bool> Wayland;
/// <summary>
/// -x11 (prefer X11 over Wayland as display server)
/// </summary>
Nullable<bool> X11;
#endif
#if USE_EDITOR
/// <summary>
/// -project !path! (Startup project path)

View File

@@ -105,6 +105,8 @@ int32 Engine::Main(const Char* cmdLine)
CommandLine::Options.Std = true;
#endif
Platform::SetHighDpiAwarenessEnabled(!CommandLine::Options.LowDPI.IsTrue());
if (Platform::Init())
{
Platform::Fatal(TEXT("Cannot init platform."));
@@ -114,7 +116,6 @@ int32 Engine::Main(const Char* cmdLine)
InitProfilerMemory(cmdLine, 1);
#endif
Platform::SetHighDpiAwarenessEnabled(!CommandLine::Options.LowDPI.IsTrue());
Time::StartupTime = DateTime::Now();
Globals::StartupFolder = Globals::BinariesFolder = Platform::GetMainDirectory();
#if USE_EDITOR

View File

@@ -658,6 +658,217 @@ namespace FlaxEngine.Interop
}
}
#if FLAX_EDITOR
[HideInEditor]
#endif
[CustomMarshaller(typeof(List<>), MarshalMode.ManagedToUnmanagedIn, typeof(ListMarshaller<,>.ManagedToNative))]
[CustomMarshaller(typeof(List<>), MarshalMode.UnmanagedToManagedOut, typeof(ListMarshaller<,>.ManagedToNative))]
[CustomMarshaller(typeof(List<>), MarshalMode.ManagedToUnmanagedOut, typeof(ListMarshaller<,>.NativeToManaged))]
[CustomMarshaller(typeof(List<>), MarshalMode.UnmanagedToManagedIn, typeof(ListMarshaller<,>.NativeToManaged))]
[CustomMarshaller(typeof(List<>), MarshalMode.ElementOut, typeof(ListMarshaller<,>.NativeToManaged))]
[CustomMarshaller(typeof(List<>), MarshalMode.ManagedToUnmanagedRef, typeof(ListMarshaller<,>.Bidirectional))]
[CustomMarshaller(typeof(List<>), MarshalMode.UnmanagedToManagedRef, typeof(ListMarshaller<,>.Bidirectional))]
[CustomMarshaller(typeof(List<>), MarshalMode.ElementRef, typeof(ListMarshaller<,>))]
[ContiguousCollectionMarshaller]
public static unsafe class ListMarshaller<T, TUnmanagedElement> where TUnmanagedElement : unmanaged
{
#if FLAX_EDITOR
[HideInEditor]
#endif
public static class NativeToManaged
{
public static List<T> AllocateContainerForManagedElements(TUnmanagedElement* unmanaged, int numElements)
{
if (unmanaged is null)
return null;
return new List<T>(numElements);
}
public static TUnmanagedElement* AllocateContainerForUnmanagedElements(List<T> managed, out int numElements)
{
if (managed is null)
{
numElements = 0;
return null;
}
numElements = managed.Count;
(ManagedHandle managedArrayHandle, _) = ManagedArray.AllocatePooledArray<TUnmanagedElement>(managed.Count);
return (TUnmanagedElement*)ManagedHandle.ToIntPtr(managedArrayHandle);
}
public static ReadOnlySpan<T> GetManagedValuesSource(List<T> managed) => CollectionsMarshal.AsSpan(managed);
public static Span<TUnmanagedElement> GetUnmanagedValuesDestination(TUnmanagedElement* unmanaged)
{
if (unmanaged == null)
return Span<TUnmanagedElement>.Empty;
ManagedArray managedArray = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(new IntPtr(unmanaged)).Target);
return managedArray.ToSpan<TUnmanagedElement>();
}
public static Span<T> GetManagedValuesDestination(List<T> managed) => CollectionsMarshal.AsSpan(managed);
public static ReadOnlySpan<TUnmanagedElement> GetUnmanagedValuesSource(TUnmanagedElement* unmanaged, int numElements)
{
if (unmanaged == null)
return ReadOnlySpan<TUnmanagedElement>.Empty;
ManagedArray managedArray = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(new IntPtr(unmanaged)).Target);
return managedArray.ToSpan<TUnmanagedElement>();
}
public static void Free(TUnmanagedElement* unmanaged)
{
if (unmanaged == null)
return;
ManagedHandle handle = ManagedHandle.FromIntPtr(new IntPtr(unmanaged));
(Unsafe.As<ManagedArray>(handle.Target)).Free();
handle.Free();
}
public static Span<TUnmanagedElement> GetUnmanagedValuesDestination(TUnmanagedElement* unmanaged, int numElements)
{
if (unmanaged == null)
return Span<TUnmanagedElement>.Empty;
ManagedArray managedArray = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(new IntPtr(unmanaged)).Target);
return managedArray.ToSpan<TUnmanagedElement>();
}
}
#if FLAX_EDITOR
[HideInEditor]
#endif
public ref struct ManagedToNative
{
List<T> sourceArray;
ManagedArray managedArray;
ManagedHandle managedHandle;
public void FromManaged(List<T> managed)
{
if (managed is null)
return;
sourceArray = managed;
(managedHandle, managedArray) = ManagedArray.AllocatePooledArray<TUnmanagedElement>(managed.Count);
}
public ReadOnlySpan<T> GetManagedValuesSource() => CollectionsMarshal.AsSpan(sourceArray);
public Span<TUnmanagedElement> GetUnmanagedValuesDestination() => managedArray != null ? managedArray.ToSpan<TUnmanagedElement>() : Span<TUnmanagedElement>.Empty;
public TUnmanagedElement* ToUnmanaged() => (TUnmanagedElement*)ManagedHandle.ToIntPtr(managedHandle);
public void Free() => managedArray?.FreePooled();
}
#if FLAX_EDITOR
[HideInEditor]
#endif
public struct Bidirectional
{
List<T> sourceArray;
ManagedArray managedArray;
ManagedHandle handle; // Valid only for pooled array
public void FromManaged(List<T> managed)
{
if (managed == null)
return;
sourceArray = managed;
(handle, managedArray) = ManagedArray.AllocatePooledArray<TUnmanagedElement>(managed.Count);
}
public ReadOnlySpan<T> GetManagedValuesSource() => CollectionsMarshal.AsSpan(sourceArray);
public Span<TUnmanagedElement> GetUnmanagedValuesDestination()
{
if (managedArray == null)
return Span<TUnmanagedElement>.Empty;
return managedArray.ToSpan<TUnmanagedElement>();
}
public TUnmanagedElement* ToUnmanaged() => (TUnmanagedElement*)ManagedHandle.ToIntPtr(handle);
public void FromUnmanaged(TUnmanagedElement* unmanaged)
{
ManagedArray arr = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(new IntPtr(unmanaged)).Target);
if (sourceArray == null || sourceArray.Count != arr.Length)
{
// Array was resized when returned from native code (as ref parameter)
managedArray.FreePooled();
if (sourceArray.Capacity < arr.Length)
sourceArray.Capacity = arr.Length;
for (int i = sourceArray.Count - 1; i > arr.Length; i--)
sourceArray.RemoveAt(i);
for (int i = sourceArray.Count; i < arr.Length; i++)
sourceArray.Add(default);
if (sourceArray.Count != arr.Length)
throw new Exception();
managedArray = arr;
handle = new ManagedHandle(); // Invalidate as it's not pooled array anymore
}
}
public ReadOnlySpan<TUnmanagedElement> GetUnmanagedValuesSource(int numElements)
{
if (managedArray == null)
return ReadOnlySpan<TUnmanagedElement>.Empty;
return managedArray.ToSpan<TUnmanagedElement>();
}
public Span<T> GetManagedValuesDestination(int numElements) => CollectionsMarshal.AsSpan(sourceArray);
public List<T> ToManaged() => sourceArray;
public void Free()
{
if (handle.IsAllocated)
managedArray.FreePooled();
}
}
public static TUnmanagedElement* AllocateContainerForUnmanagedElements(List<T> managed, out int numElements)
{
if (managed is null)
{
numElements = 0;
return null;
}
numElements = managed.Count;
(ManagedHandle managedArrayHandle, _) = ManagedArray.AllocatePooledArray<TUnmanagedElement>(managed.Count);
return (TUnmanagedElement*)ManagedHandle.ToIntPtr(managedArrayHandle);
}
public static ReadOnlySpan<T> GetManagedValuesSource(List<T> managed) => CollectionsMarshal.AsSpan(managed);
public static Span<TUnmanagedElement> GetUnmanagedValuesDestination(TUnmanagedElement* unmanaged, int numElements)
{
if (unmanaged == null)
return Span<TUnmanagedElement>.Empty;
ManagedArray unmanagedArray = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(new IntPtr(unmanaged)).Target);
return unmanagedArray.ToSpan<TUnmanagedElement>();
}
public static List<T> AllocateContainerForManagedElements(TUnmanagedElement* unmanaged, int numElements) => unmanaged is null ? null : new List<T>(numElements);
public static Span<T> GetManagedValuesDestination(List<T> managed) => CollectionsMarshal.AsSpan(managed);
public static ReadOnlySpan<TUnmanagedElement> GetUnmanagedValuesSource(TUnmanagedElement* unmanaged, int numElements)
{
if (unmanaged == null)
return ReadOnlySpan<TUnmanagedElement>.Empty;
ManagedArray array = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(new IntPtr(unmanaged)).Target);
return array.ToSpan<TUnmanagedElement>();
}
public static void Free(TUnmanagedElement* unmanaged)
{
if (unmanaged == null)
return;
ManagedHandle handle = ManagedHandle.FromIntPtr(new IntPtr(unmanaged));
Unsafe.As<ManagedArray>(handle.Target).FreePooled();
}
}
#if FLAX_EDITOR
[HideInEditor]
#endif

View File

@@ -6,6 +6,8 @@
#include "Engine/Core/Types/Nullable.h"
#include "Engine/Platform/Window.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Input/Input.h"
#include "Engine/Input/Mouse.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Editor/Managed/ManagedEditor.h"
@@ -13,10 +15,14 @@
#include "Engine/Engine/Engine.h"
#endif
Nullable<bool> Fullscreen;
Nullable<Float2> Size;
bool CursorVisible = true;
CursorLockMode CursorLock = CursorLockMode::None;
namespace
{
Nullable<bool> Fullscreen;
Nullable<Float2> Size;
bool CursorVisible = true;
CursorLockMode CursorLock = CursorLockMode::None;
bool LastGameViewportFocus = false;
}
class ScreenService : public EngineService
{
@@ -101,9 +107,9 @@ void Screen::SetCursorVisible(const bool value)
const auto win = Engine::MainWindow;
#endif
if (win && Engine::HasGameViewportFocus())
{
win->SetCursor(value ? CursorType::Default : CursorType::Hidden);
}
else if (win)
win->SetCursor(CursorType::Default);
CursorVisible = value;
}
@@ -116,21 +122,31 @@ void Screen::SetCursorLock(CursorLockMode mode)
{
#if USE_EDITOR
const auto win = Editor::Managed->GetGameWindow(true);
Rectangle bounds(Editor::Managed->GameViewportToScreen(Float2::Zero), Editor::Managed->GetGameWindowSize());
if (win)
bounds = Rectangle(win->ScreenToClient(bounds.GetTopLeft()), bounds.Size);
#else
const auto win = Engine::MainWindow;
Rectangle bounds = win != nullptr ? win->GetClientBounds() : Rectangle();
#endif
if (win && mode == CursorLockMode::Clipped)
if (win)
{
#if USE_EDITOR
Rectangle bounds(Editor::Managed->GameViewportToScreen(Float2::Zero), Editor::Managed->GetGameWindowSize());
#else
Rectangle bounds = win->GetClientBounds();
#endif
win->StartClippingCursor(bounds);
}
else if (win && CursorLock == CursorLockMode::Clipped)
{
win->EndClippingCursor();
bool inRelativeMode = Input::Mouse->IsRelative();
if (mode == CursorLockMode::Clipped)
win->StartClippingCursor(bounds);
else if (mode == CursorLockMode::Locked)
{
// Use mouse clip region to restrict the cursor in one spot
win->StartClippingCursor(Rectangle(bounds.GetCenter(), Float2(1, 1)));
}
else if (CursorLock == CursorLockMode::Locked || CursorLock == CursorLockMode::Clipped)
win->EndClippingCursor();
// Enable relative mode when cursor is restricted
if (mode != CursorLockMode::None)
Input::Mouse->SetRelativeMode(true, win);
else if (mode == CursorLockMode::None && inRelativeMode)
Input::Mouse->SetRelativeMode(false, win);
}
CursorLock = mode;
}
@@ -190,7 +206,11 @@ void ScreenService::Update()
{
#if USE_EDITOR
// Sync current cursor state in Editor (eg. when viewport focus can change)
Screen::SetCursorVisible(CursorVisible);
const auto win = Editor::Managed->GetGameWindow(true);
bool gameViewportFocus = win && Engine::HasGameViewportFocus();
if (gameViewportFocus != LastGameViewportFocus)
Screen::SetCursorVisible(CursorVisible);
LastGameViewportFocus = gameViewportFocus;
#endif
}

View File

@@ -16,6 +16,7 @@ API_CLASS(Static, Attributes="DebugCommand") class FLAXENGINE_API Time
friend class Engine;
friend class TimeService;
friend class PhysicsSettings;
friend Window;
public:
/// <summary>

View File

@@ -4,6 +4,7 @@
#include "AndroidVulkanPlatform.h"
#include "../RenderToolsVulkan.h"
#include "Engine/Platform/Window.h"
void AndroidVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
{
@@ -17,8 +18,10 @@ void AndroidVulkanPlatform::GetDeviceExtensions(Array<const char*>& extensions,
extensions.Add(VK_KHR_ANDROID_SURFACE_EXTENSION_NAME);
}
void AndroidVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
void AndroidVulkanPlatform::CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* surface)
{
ASSERT(window);
void* windowHandle = window->GetNativePtr();
ASSERT(windowHandle);
VkAndroidSurfaceCreateInfoKHR surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_ANDROID_SURFACE_CREATE_INFO_KHR);

View File

@@ -9,6 +9,8 @@
// Support more backbuffers in case driver decides to use more
#define VULKAN_BACK_BUFFERS_COUNT_MAX 8
class GPUDeviceVulkan;
/// <summary>
/// The implementation for the Vulkan API support for Android platform.
/// </summary>
@@ -17,7 +19,7 @@ class AndroidVulkanPlatform : public VulkanPlatformBase
public:
static void GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers);
static void GetDeviceExtensions(Array<const char*>& extensions, Array<const char*>& layers);
static void CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface);
static void CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* surface);
};
typedef AndroidVulkanPlatform VulkanPlatform;

View File

@@ -195,7 +195,7 @@ bool GPUSwapChainVulkan::CreateSwapChain(int32 width, int32 height)
ASSERT_LOW_LAYER(_backBuffers.Count() == 0);
// Create platform-dependent surface
VulkanPlatform::CreateSurface(windowHandle, GPUDeviceVulkan::Instance, &_surface);
VulkanPlatform::CreateSurface(_window, _device, GPUDeviceVulkan::Instance, &_surface);
if (_surface == VK_NULL_HANDLE)
{
LOG(Warning, "Failed to create Vulkan surface.");
@@ -352,13 +352,22 @@ bool GPUSwapChainVulkan::CreateSwapChain(int32 width, int32 height)
LOG(Error, "Vulkan swapchain dimensions are invalid {}x{} (minImageExtent={}x{}, maxImageExtent={}x{})", width, height, surfProperties.minImageExtent.width, surfProperties.minImageExtent.height, surfProperties.maxImageExtent.width, surfProperties.maxImageExtent.height);
return true;
}
uint32_t backbuffersCount = VULKAN_BACK_BUFFERS_COUNT;
#if PLATFORM_SDL && PLATFORM_LINUX && USE_EDITOR
// Wayland compositor might block one of the backbuffers while the window is minimized or fully occluded,
// make sure we have at least 3 backbuffers available so double-buffering can be used while we are blocked.
if (Platform::UsesWayland())
backbuffersCount = Math::Max<uint32_t>(backbuffersCount, 3);
#endif
ASSERT(surfProperties.minImageCount <= VULKAN_BACK_BUFFERS_COUNT_MAX);
VkSwapchainCreateInfoKHR swapChainInfo;
RenderToolsVulkan::ZeroStruct(swapChainInfo, VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR);
swapChainInfo.surface = _surface;
swapChainInfo.minImageCount = surfProperties.maxImageCount > 0 // A value of 0 means that there is no limit on the number of image
? Math::Min<uint32_t>(VULKAN_BACK_BUFFERS_COUNT, surfProperties.maxImageCount)
: VULKAN_BACK_BUFFERS_COUNT;
? Math::Min<uint32_t>(backbuffersCount, surfProperties.maxImageCount)
: backbuffersCount;
swapChainInfo.minImageCount = Math::Max<uint32_t>(swapChainInfo.minImageCount, surfProperties.minImageCount);
swapChainInfo.minImageCount = Math::Min<uint32_t>(swapChainInfo.minImageCount, VULKAN_BACK_BUFFERS_COUNT_MAX);
swapChainInfo.imageFormat = result.format;
@@ -377,7 +386,9 @@ bool GPUSwapChainVulkan::CreateSwapChain(int32 width, int32 height)
swapChainInfo.presentMode = presentMode;
swapChainInfo.clipped = VK_TRUE;
swapChainInfo.compositeAlpha = VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR;
if (surfProperties.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR)
if (_window->GetSettings().SupportsTransparency && surfProperties.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR)
swapChainInfo.compositeAlpha = VK_COMPOSITE_ALPHA_PRE_MULTIPLIED_BIT_KHR;
else if (surfProperties.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR)
swapChainInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
// Create swap chain

View File

@@ -4,62 +4,61 @@
#include "LinuxVulkanPlatform.h"
#include "../RenderToolsVulkan.h"
#include "Engine/Platform/Window.h"
// Contents of vulkan\vulkan_xlib.h inlined here to prevent typename collisions with engine types due to X11 types
#include "Engine/Platform/Linux/IncludeX11.h"
#ifdef __cplusplus
extern "C" {
#endif
#define VK_KHR_xlib_surface 1
#define VK_KHR_XLIB_SURFACE_SPEC_VERSION 6
#define VK_KHR_XLIB_SURFACE_EXTENSION_NAME "VK_KHR_xlib_surface"
typedef VkFlags VkXlibSurfaceCreateFlagsKHR;
#define Display X11::Display
#define Window X11::Window
#define VisualID X11::VisualID
#include "vulkan/vulkan_xlib.h"
#undef Display
#undef Window
#undef VisualID
typedef struct VkXlibSurfaceCreateInfoKHR
{
VkStructureType sType;
const void* pNext;
VkXlibSurfaceCreateFlagsKHR flags;
X11::Display* dpy;
X11::Window window;
} VkXlibSurfaceCreateInfoKHR;
#include "vulkan/vulkan_wayland.h"
typedef VkResult (VKAPI_PTR *PFN_vkCreateXlibSurfaceKHR)(VkInstance instance, const VkXlibSurfaceCreateInfoKHR* pCreateInfo, const VkAllocationCallbacks* pAllocator, VkSurfaceKHR* pSurface);
typedef VkBool32 (VKAPI_PTR *PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR)(VkPhysicalDevice physicalDevice, uint32_t queueFamilyIndex, X11::Display* dpy, X11::VisualID visualID);
#ifndef VK_NO_PROTOTYPES
VKAPI_ATTR VkResult VKAPI_CALL vkCreateXlibSurfaceKHR(
VkInstance instance,
const VkXlibSurfaceCreateInfoKHR* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSurfaceKHR* pSurface);
VKAPI_ATTR VkBool32 VKAPI_CALL vkGetPhysicalDeviceXlibPresentationSupportKHR(
VkPhysicalDevice physicalDevice,
uint32_t queueFamilyIndex,
Display* dpy,
VisualID visualID);
#endif
#ifdef __cplusplus
}
#endif
//
// Export X11 surface extension from volk
// Export extension from volk
extern PFN_vkCreateXlibSurfaceKHR vkCreateXlibSurfaceKHR;
extern PFN_vkGetPhysicalDeviceXlibPresentationSupportKHR vkGetPhysicalDeviceXlibPresentationSupportKHR;
extern PFN_vkCreateWaylandSurfaceKHR vkCreateWaylandSurfaceKHR;
extern PFN_vkGetPhysicalDeviceWaylandPresentationSupportKHR vkGetPhysicalDeviceWaylandPresentationSupportKHR;
void LinuxVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
{
extensions.Add(VK_KHR_SURFACE_EXTENSION_NAME);
extensions.Add(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
extensions.Add(VK_KHR_WAYLAND_SURFACE_EXTENSION_NAME);
}
void LinuxVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
void LinuxVulkanPlatform::CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* surface)
{
#if !PLATFORM_SDL
void* windowHandle = window->GetNativePtr();
VkXlibSurfaceCreateInfoKHR surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR);
surfaceCreateInfo.dpy = (X11::Display*)LinuxPlatform::GetXDisplay();
surfaceCreateInfo.dpy = (X11::Display*)Platform::GetXDisplay();
surfaceCreateInfo.window = (X11::Window)windowHandle;
VALIDATE_VULKAN_RESULT(vkCreateXlibSurfaceKHR(instance, &surfaceCreateInfo, nullptr, surface));
#else
SDLWindow* sdlWindow = static_cast<Window*>(window);
void* windowHandle = window->GetNativePtr();
if (SDLPlatform::UsesWayland())
{
VkWaylandSurfaceCreateInfoKHR surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_WAYLAND_SURFACE_CREATE_INFO_KHR);
surfaceCreateInfo.display = (wl_display*)sdlWindow->GetWaylandDisplay();
surfaceCreateInfo.surface = (wl_surface*)windowHandle;
VALIDATE_VULKAN_RESULT(vkCreateWaylandSurfaceKHR(instance, &surfaceCreateInfo, nullptr, surface));
}
else if (SDLPlatform::UsesX11())
{
VkXlibSurfaceCreateInfoKHR surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_XLIB_SURFACE_CREATE_INFO_KHR);
surfaceCreateInfo.dpy = (X11::Display*)sdlWindow->GetX11Display();
surfaceCreateInfo.window = (X11::Window)windowHandle;
VALIDATE_VULKAN_RESULT(vkCreateXlibSurfaceKHR(instance, &surfaceCreateInfo, nullptr, surface));
}
#endif
}
#endif

View File

@@ -12,6 +12,8 @@
// Prevent wierd error 'Invalid VkValidationCacheEXT Object'
#define VULKAN_USE_VALIDATION_CACHE 0
class GPUDeviceVulkan;
/// <summary>
/// The implementation for the Vulkan API support for Linux platform.
/// </summary>
@@ -19,7 +21,7 @@ class LinuxVulkanPlatform : public VulkanPlatformBase
{
public:
static void GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers);
static void CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* outSurface);
static void CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* outSurface);
};
typedef LinuxVulkanPlatform VulkanPlatform;

View File

@@ -4,21 +4,40 @@
#include "MacVulkanPlatform.h"
#include "../RenderToolsVulkan.h"
#include "Engine/Platform/Window.h"
#include "Engine/GraphicsDevice/Vulkan/GPUDeviceVulkan.h"
#include <Cocoa/Cocoa.h>
#include <QuartzCore/CAMetalLayer.h>
void MacVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
{
extensions.Add(VK_KHR_SURFACE_EXTENSION_NAME);
extensions.Add(VK_MVK_MACOS_SURFACE_EXTENSION_NAME);
extensions.Add(VK_MVK_MACOS_SURFACE_EXTENSION_NAME);
extensions.Add(VK_EXT_METAL_SURFACE_EXTENSION_NAME);
}
void MacVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
void MacVulkanPlatform::CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* surface)
{
NSWindow* window = (NSWindow*)windowHandle;
VkMacOSSurfaceCreateInfoMVK surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK);
surfaceCreateInfo.pView = (void*)window.contentView;
VALIDATE_VULKAN_RESULT(vkCreateMacOSSurfaceMVK(instance, &surfaceCreateInfo, nullptr, surface));
void* windowHandle = window->GetNativePtr();
NSWindow* nswindow = (NSWindow*)windowHandle;
#if PLATFORM_SDL
nswindow.contentView.wantsLayer = YES;
nswindow.contentView.layer = [CAMetalLayer layer];
#endif
if (device->InstanceExtensions.Contains(VK_EXT_METAL_SURFACE_EXTENSION_NAME))
{
VkMetalSurfaceCreateInfoEXT surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_METAL_SURFACE_CREATE_INFO_EXT);
surfaceCreateInfo.pLayer = (CAMetalLayer*)nswindow.contentView.layer;
VALIDATE_VULKAN_RESULT(vkCreateMetalSurfaceEXT(instance, &surfaceCreateInfo, nullptr, surface));
}
else
{
VkMacOSSurfaceCreateInfoMVK surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_MACOS_SURFACE_CREATE_INFO_MVK);
surfaceCreateInfo.pView = (void*)nswindow.contentView;
VALIDATE_VULKAN_RESULT(vkCreateMacOSSurfaceMVK(instance, &surfaceCreateInfo, nullptr, surface));
}
}
#endif

View File

@@ -11,6 +11,8 @@
// General/Validation Error:0 VK_ERROR_INITIALIZATION_FAILED: Could not create MTLCounterSampleBuffer for query pool of type VK_QUERY_TYPE_TIMESTAMP. Reverting to emulated behavior. (Error code 0): Cannot allocate sample buffer
#define VULKAN_USE_QUERIES 0
class GPUDeviceVulkan;
/// <summary>
/// The implementation for the Vulkan API support for Mac platform.
/// </summary>
@@ -18,7 +20,7 @@ class MacVulkanPlatform : public VulkanPlatformBase
{
public:
static void GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers);
static void CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* outSurface);
static void CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* outSurface);
};
typedef MacVulkanPlatform VulkanPlatform;

View File

@@ -6,6 +6,7 @@
#include "../RenderToolsVulkan.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Platform/Window.h"
void Win32VulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
{
@@ -13,8 +14,9 @@ void Win32VulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions,
extensions.Add(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
}
void Win32VulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
void Win32VulkanPlatform::CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* surface)
{
void* windowHandle = window->GetNativePtr();
VkWin32SurfaceCreateInfoKHR surfaceCreateInfo;
RenderToolsVulkan::ZeroStruct(surfaceCreateInfo, VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR);
surfaceCreateInfo.hinstance = GetModuleHandle(nullptr);

View File

@@ -10,6 +10,8 @@
#define VULKAN_USE_PLATFORM_WIN32_KHX 1
#define VULKAN_USE_CREATE_WIN32_SURFACE 1
class GPUDeviceVulkan;
/// <summary>
/// The implementation for the Vulkan API support for Win32 platform.
/// </summary>
@@ -17,7 +19,7 @@ class Win32VulkanPlatform : public VulkanPlatformBase
{
public:
static void GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers);
static void CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface);
static void CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* surface);
};
typedef Win32VulkanPlatform VulkanPlatform;

View File

@@ -5,6 +5,7 @@
#include "iOSVulkanPlatform.h"
#include "../RenderToolsVulkan.h"
#include "Engine/Core/Delegate.h"
#include "Engine/Platform/Window.h"
#include <UIKit/UIKit.h>
void iOSVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers)
@@ -13,8 +14,9 @@ void iOSVulkanPlatform::GetInstanceExtensions(Array<const char*>& extensions, Ar
extensions.Add(VK_MVK_IOS_SURFACE_EXTENSION_NAME);
}
void iOSVulkanPlatform::CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* surface)
void iOSVulkanPlatform::CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* surface)
{
void* windowHandle = window->GetNativePtr();
// Create surface on a main UI Thread
Function<void()> func = [&windowHandle, &instance, &surface]()
{

View File

@@ -11,6 +11,8 @@
// General/Validation Error:0 VK_ERROR_INITIALIZATION_FAILED: Could not create MTLCounterSampleBuffer for query pool of type VK_QUERY_TYPE_TIMESTAMP. Reverting to emulated behavior. (Error code 0): Cannot allocate sample buffer
#define VULKAN_USE_QUERIES 0
class GPUDeviceVulkan;
/// <summary>
/// The implementation for the Vulkan API support for iOS platform.
/// </summary>
@@ -18,7 +20,7 @@ class iOSVulkanPlatform : public VulkanPlatformBase
{
public:
static void GetInstanceExtensions(Array<const char*>& extensions, Array<const char*>& layers);
static void CreateSurface(void* windowHandle, VkInstance instance, VkSurfaceKHR* outSurface);
static void CreateSurface(Window* window, GPUDeviceVulkan* device, VkInstance instance, VkSurfaceKHR* outSurface);
};
typedef iOSVulkanPlatform VulkanPlatform;

View File

@@ -79,6 +79,7 @@ Delegate<const Float2&, MouseButton> Input::MouseUp;
Delegate<const Float2&, MouseButton> Input::MouseDoubleClick;
Delegate<const Float2&, float> Input::MouseWheel;
Delegate<const Float2&> Input::MouseMove;
Delegate<const Float2&> Input::MouseMoveRelative;
Action Input::MouseLeave;
Delegate<const Float2&, int32> Input::TouchDown;
Delegate<const Float2&, int32> Input::TouchMove;
@@ -215,6 +216,14 @@ void Mouse::OnMouseMove(const Float2& position, Window* target)
e.MouseData.Position = position;
}
void Mouse::OnMouseMoveRelative(const Float2& positionRelative, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseMoveRelative;
e.Target = target;
e.MouseMovementData.PositionRelative = positionRelative;
}
void Mouse::OnMouseLeave(Window* target)
{
PROFILE_MEM(Input);
@@ -282,6 +291,11 @@ bool Mouse::Update(EventQueue& queue)
_state.MousePosition = e.MouseData.Position;
break;
}
case EventType::MouseMoveRelative:
{
_state.MousePosition += e.MouseMovementData.PositionRelative;
break;
}
case EventType::MouseLeave:
{
break;
@@ -922,11 +936,10 @@ void InputService::Update()
WindowsManager::WindowsLocker.Unlock();
// Send input events for the focused window
WindowsManager::WindowsLocker.Lock();
for (const auto& e : InputEvents)
{
auto window = e.Target ? e.Target : defaultWindow;
if (!window || !WindowsManager::Windows.Contains(window))
if (!window || window->IsClosed())
continue;
switch (e.Type)
{
@@ -956,6 +969,9 @@ void InputService::Update()
case InputDevice::EventType::MouseMove:
window->OnMouseMove(window->ScreenToClient(e.MouseData.Position));
break;
case InputDevice::EventType::MouseMoveRelative:
window->OnMouseMoveRelative(e.MouseMovementData.PositionRelative);
break;
case InputDevice::EventType::MouseLeave:
window->OnMouseLeave();
break;
@@ -971,7 +987,6 @@ void InputService::Update()
break;
}
}
WindowsManager::WindowsLocker.Unlock();
// Skip if game has no focus to handle the input
if (!Engine::HasGameViewportFocus())
@@ -1012,6 +1027,9 @@ void InputService::Update()
case InputDevice::EventType::MouseMove:
Input::MouseMove(e.MouseData.Position);
break;
case InputDevice::EventType::MouseMoveRelative:
Input::MouseMoveRelative(e.MouseMovementData.PositionRelative);
break;
case InputDevice::EventType::MouseLeave:
Input::MouseLeave();
break;
@@ -1225,6 +1243,7 @@ void InputService::Update()
}
}
#if !PLATFORM_SDL
// Lock mouse if need to
const auto lockMode = Screen::GetCursorLock();
if (lockMode == CursorLockMode::Locked)
@@ -1233,6 +1252,7 @@ void InputService::Update()
Screen::ScreenToGameViewport(Float2::Zero);
Input::SetMousePosition(pos);
}
#endif
// Send events for the active actions and axes (send events only in play mode)
if (!Time::GetGamePaused())

View File

@@ -108,6 +108,11 @@ public:
/// </summary>
API_EVENT() static Delegate<const Float2&> MouseMove;
/// <summary>
/// Event fired when mouse moves while in relative mode.
/// </summary>
API_EVENT() static Delegate<const Float2&> MouseMoveRelative;
/// <summary>
/// Event fired when mouse leaves window.
/// </summary>

View File

@@ -25,6 +25,7 @@ public:
MouseDoubleClick,
MouseWheel,
MouseMove,
MouseMoveRelative,
MouseLeave,
TouchDown,
TouchMove,
@@ -54,6 +55,11 @@ public:
Float2 Position;
} MouseData;
struct
{
Float2 PositionRelative;
} MouseMovementData;
struct
{
float WheelDelta;

View File

@@ -46,12 +46,14 @@ public:
protected:
State _state;
State _prevState;
bool _relativeMode;
explicit Mouse()
: InputDevice(SpawnParams(Guid::New(), TypeInitializer), TEXT("Mouse"))
{
_state.Clear();
_prevState.Clear();
_relativeMode = false;
}
public:
@@ -114,6 +116,16 @@ public:
return !_state.MouseButtons[static_cast<int32>(button)] && _prevState.MouseButtons[static_cast<int32>(button)];
}
/// <summary>
/// Gets the current state of mouse relative mode.
/// </summary>
/// <param name="window">The window to check against, or null to check for any window.</param>
/// <returns>True if mouse is in relative mode, otherwise false.</returns>
API_FUNCTION() virtual bool IsRelative(Window* window = nullptr) const
{
return _relativeMode;
}
public:
/// <summary>
/// Sets the mouse position.
@@ -121,6 +133,17 @@ public:
/// <param name="newPosition">The new position.</param>
virtual void SetMousePosition(const Float2& newPosition) = 0;
/// <summary>
/// Sets the mouse relative mode state. While enabled, the mouse movement tracking becomes more accurate.
/// The cursor will be hidden while in relative mode.
/// </summary>
/// <param name="relativeMode">The new relative mode state.</param>
/// <param name="window">The window.</param>
virtual void SetRelativeMode(bool relativeMode, Window* window)
{
_relativeMode = relativeMode;
}
/// <summary>
/// Called when mouse cursor gets moved by the application. Invalidates the previous cached mouse position to prevent mouse jitter when locking the cursor programmatically.
/// </summary>
@@ -158,6 +181,13 @@ public:
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseMove(const Float2& position, Window* target = nullptr);
/// <summary>
/// Called when mouse moves in relative mode.
/// </summary>
/// <param name="positionRelative">The mouse position change.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseMoveRelative(const Float2& positionRelative, Window* target = nullptr);
/// <summary>
/// Called when mouse leaves the input source area.
/// </summary>

View File

@@ -471,4 +471,225 @@ public:
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh overlaps any matching object, otherwise false.</returns>
API_FUNCTION() static bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
private:
/// <summary>
/// Performs a line between two points in the scene, returns all hitpoints infos.
/// </summary>
/// <param name="start">The origin of the ray.</param>
/// <param name="end">The end position of the line.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = LineCastAll) static bool LineCastAllDynamic(const Vector3& start, const Vector3& end, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return LineCastAll(start, end, results, layerMask, hitTriggers);
}
/// <summary>
/// Performs a raycast against objects in the scene, returns results in a RayCastHit structure.
/// </summary>
/// <param name="origin">The origin of the ray.</param>
/// <param name="direction">The normalized direction of the ray.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = RayCastAll) static bool RayCastAllDynamic(const Vector3& origin, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return RayCastAll(origin, direction, results, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a box geometry.
/// </summary>
/// <param name="center">The box center.</param>
/// <param name="halfExtents">The half size of the box in each direction.</param>
/// <param name="direction">The normalized direction in which cast a box.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="rotation">The box rotation.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if box hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = BoxCastAll) static bool BoxCastAllDynamic(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return BoxCastAll(center, halfExtents, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a sphere geometry.
/// </summary>
/// <param name="center">The sphere center.</param>
/// <param name="radius">The radius of the sphere.</param>
/// <param name="direction">The normalized direction in which cast a sphere.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if sphere hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = SphereCastAll) static bool SphereCastAllDynamic(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return SphereCastAll(center, radius, direction, results, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a capsule geometry.
/// </summary>
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="direction">The normalized direction in which cast a capsule.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = CapsuleCastAll) static bool CapsuleCastAllDynamic(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return CapsuleCastAll(center, radius, height, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a convex mesh.
/// </summary>
/// <param name="center">The convex mesh center.</param>
/// <param name="convexMesh">Collision data of the convex mesh.</param>
/// <param name="scale">The scale of the convex mesh.</param>
/// <param name="direction">The normalized direction in which cast a convex mesh.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="rotation">The convex mesh rotation.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = ConvexCastAll) static bool ConvexCastAllDynamic(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return ConvexCastAll(center, convexMesh, scale, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given box.
/// </summary>
/// <param name="center">The box center.</param>
/// <param name="halfExtents">The half size of the box in each direction.</param>
/// <param name="rotation">The box rotation.</param>
/// <param name="results">The result colliders that overlap with the given box. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if box overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapBox) static bool OverlapBoxDynamic(const Vector3& center, const Vector3& halfExtents, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapBox(center, halfExtents, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given sphere.
/// </summary>
/// <param name="center">The sphere center.</param>
/// <param name="radius">The radius of the sphere.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if sphere overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapSphere) static bool OverlapSphereDynamic(const Vector3& center, float radius, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapSphere(center, radius, results, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given capsule.
/// </summary>
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given capsule. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapCapsule) static bool OverlapCapsuleDynamic(const Vector3& center, float radius, float height, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapCapsule(center, radius, height, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given convex mesh.
/// </summary>
/// <param name="center">The convex mesh center.</param>
/// <param name="convexMesh">Collision data of the convex mesh.</param>
/// <param name="scale">The scale of the convex mesh.</param>
/// <param name="results">The result colliders that overlap with the given convex mesh. Valid only when method returns true.</param>
/// <param name="rotation">The convex mesh rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapConvex) static bool OverlapConvexDynamic(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapConvex(center, convexMesh, scale, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given box.
/// </summary>
/// <param name="center">The box center.</param>
/// <param name="halfExtents">The half size of the box in each direction.</param>
/// <param name="rotation">The box rotation.</param>
/// <param name="results">The result colliders that overlap with the given box. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if box overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapBox) static bool OverlapBoxDynamic(const Vector3& center, const Vector3& halfExtents, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapBox(center, halfExtents, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given sphere.
/// </summary>
/// <param name="center">The sphere center.</param>
/// <param name="radius">The radius of the sphere.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if sphere overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapSphere) static bool OverlapSphereDynamic(const Vector3& center, float radius, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapSphere(center, radius, results, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given capsule.
/// </summary>
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given capsule. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapCapsule) static bool OverlapCapsuleDynamic(const Vector3& center, float radius, float height, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapCapsule(center, radius, height, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given convex mesh.
/// </summary>
/// <param name="center">The convex mesh center.</param>
/// <param name="convexMesh">Collision data of the convex mesh.</param>
/// <param name="scale">The scale of the convex mesh.</param>
/// <param name="results">The result colliders that overlap with the given convex mesh. Valid only when method returns true.</param>
/// <param name="rotation">The convex mesh rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapConvex) static bool OverlapConvexDynamic(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapConvex(center, convexMesh, scale, results, rotation, layerMask, hitTriggers);
}
};

View File

@@ -509,4 +509,225 @@ public:
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh overlaps any matching object, otherwise false.</returns>
API_FUNCTION() bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
private:
/// <summary>
/// Performs a line between two points in the scene, returns all hitpoints infos.
/// </summary>
/// <param name="start">The origin of the ray.</param>
/// <param name="end">The normalized direction of the ray.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = LineCastAll) bool LineCastAllDynamic(const Vector3& start, const Vector3& end, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return LineCastAll(start, end, results, layerMask, hitTriggers);
}
/// <summary>
/// Performs a raycast against objects in the scene, returns results in a RayCastHit structure.
/// </summary>
/// <param name="origin">The origin of the ray.</param>
/// <param name="direction">The normalized direction of the ray.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if ray hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = RayCastAll) bool RayCastAllDynamic(const Vector3& origin, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return RayCastAll(origin, direction, results, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a box geometry.
/// </summary>
/// <param name="center">The box center.</param>
/// <param name="halfExtents">The half size of the box in each direction.</param>
/// <param name="direction">The normalized direction in which cast a box.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="rotation">The box rotation.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if box hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = BoxCastAll) bool BoxCastAllDynamic(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return BoxCastAll(center, halfExtents, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a sphere geometry.
/// </summary>
/// <param name="center">The sphere center.</param>
/// <param name="radius">The radius of the sphere.</param>
/// <param name="direction">The normalized direction in which cast a sphere.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if sphere hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = SphereCastAll) bool SphereCastAllDynamic(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return SphereCastAll(center, radius, direction, results, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a capsule geometry.
/// </summary>
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="direction">The normalized direction in which cast a capsule.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = CapsuleCastAll) bool CapsuleCastAllDynamic(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return CapsuleCastAll(center, radius, height, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Performs a sweep test against objects in the scene using a convex mesh.
/// </summary>
/// <param name="center">The convex mesh center.</param>
/// <param name="convexMesh">Collision data of the convex mesh.</param>
/// <param name="scale">The scale of the convex mesh.</param>
/// <param name="direction">The normalized direction in which cast a convex mesh.</param>
/// <param name="results">The result hits. Valid only when method returns true.</param>
/// <param name="rotation">The convex mesh rotation.</param>
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = ConvexCastAll) bool ConvexCastAllDynamic(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Ref, DynamicArray) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return ConvexCastAll(center, convexMesh, scale, direction, results, rotation, maxDistance, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given box.
/// </summary>
/// <param name="center">The box center.</param>
/// <param name="halfExtents">The half size of the box in each direction.</param>
/// <param name="rotation">The box rotation.</param>
/// <param name="results">The result colliders that overlap with the given box. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if box overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapBox) bool OverlapBoxDynamic(const Vector3& center, const Vector3& halfExtents, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapBox(center, halfExtents, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given sphere.
/// </summary>
/// <param name="center">The sphere center.</param>
/// <param name="radius">The radius of the sphere.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if sphere overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapSphere) bool OverlapSphereDynamic(const Vector3& center, float radius, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapSphere(center, radius, results, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given capsule.
/// </summary>
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given capsule. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapCapsule) bool OverlapCapsuleDynamic(const Vector3& center, float radius, float height, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapCapsule(center, radius, height, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given convex mesh.
/// </summary>
/// <param name="center">The convex mesh center.</param>
/// <param name="convexMesh">Collision data of the convex mesh.</param>
/// <param name="scale">The scale of the convex mesh.</param>
/// <param name="results">The result colliders that overlap with the given convex mesh. Valid only when method returns true.</param>
/// <param name="rotation">The convex mesh rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapConvex) bool OverlapConvexDynamic(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Ref, DynamicArray) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapConvex(center, convexMesh, scale, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given box.
/// </summary>
/// <param name="center">The box center.</param>
/// <param name="halfExtents">The half size of the box in each direction.</param>
/// <param name="rotation">The box rotation.</param>
/// <param name="results">The result colliders that overlap with the given box. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if box overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapBox) bool OverlapBoxDynamic(const Vector3& center, const Vector3& halfExtents, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapBox(center, halfExtents, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given sphere.
/// </summary>
/// <param name="center">The sphere center.</param>
/// <param name="radius">The radius of the sphere.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if sphere overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapSphere) bool OverlapSphereDynamic(const Vector3& center, float radius, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapSphere(center, radius, results, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given capsule.
/// </summary>
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given capsule. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapCapsule) bool OverlapCapsuleDynamic(const Vector3& center, float radius, float height, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapCapsule(center, radius, height, results, rotation, layerMask, hitTriggers);
}
/// <summary>
/// Finds all colliders touching or inside of the given convex mesh.
/// </summary>
/// <param name="center">The convex mesh center.</param>
/// <param name="convexMesh">Collision data of the convex mesh.</param>
/// <param name="scale">The scale of the convex mesh.</param>
/// <param name="results">The result colliders that overlap with the given convex mesh. Valid only when method returns true.</param>
/// <param name="rotation">The convex mesh rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if convex mesh overlaps any matching object, otherwise false.</returns>
API_FUNCTION(Public, Name = OverlapConvex) bool OverlapConvexDynamic(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Ref, DynamicArray) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true)
{
return OverlapConvex(center, convexMesh, scale, results, rotation, layerMask, hitTriggers);
}
};

View File

@@ -0,0 +1,251 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Config.h"
/// <summary>
/// Window closing reasons.
/// </summary>
API_ENUM() enum class ClosingReason
{
/// <summary>
/// The unknown.
/// </summary>
Unknown = 0,
/// <summary>
/// The user.
/// </summary>
User,
/// <summary>
/// The engine exit.
/// </summary>
EngineExit,
/// <summary>
/// The close event.
/// </summary>
CloseEvent,
};
/// <summary>
/// Types of default cursors.
/// </summary>
API_ENUM() enum class CursorType
{
/// <summary>
/// The default.
/// </summary>
Default = 0,
/// <summary>
/// The cross.
/// </summary>
Cross,
/// <summary>
/// The hand.
/// </summary>
Hand,
/// <summary>
/// The help icon
/// </summary>
Help,
/// <summary>
/// The I beam.
/// </summary>
IBeam,
/// <summary>
/// The blocking image.
/// </summary>
No,
/// <summary>
/// The wait.
/// </summary>
Wait,
/// <summary>
/// The size all sides.
/// </summary>
SizeAll,
/// <summary>
/// The size NE-SW.
/// </summary>
SizeNESW,
/// <summary>
/// The size NS.
/// </summary>
SizeNS,
/// <summary>
/// The size NW-SE.
/// </summary>
SizeNWSE,
/// <summary>
/// The size WE.
/// </summary>
SizeWE,
/// <summary>
/// The cursor is hidden.
/// </summary>
Hidden,
MAX
};
/// <summary>
/// Data drag and drop effects.
/// </summary>
API_ENUM() enum class DragDropEffect
{
/// <summary>
/// The none.
/// </summary>
None = 0,
/// <summary>
/// The copy.
/// </summary>
Copy,
/// <summary>
/// The move.
/// </summary>
Move,
/// <summary>
/// The link.
/// </summary>
Link,
};
/// <summary>
/// Window hit test codes. Note: they are 1:1 mapping for Win32 values.
/// </summary>
API_ENUM() enum class WindowHitCodes
{
/// <summary>
/// The transparent area.
/// </summary>
Transparent = -1,
/// <summary>
/// The no hit.
/// </summary>
NoWhere = 0,
/// <summary>
/// The client area.
/// </summary>
Client = 1,
/// <summary>
/// The caption area.
/// </summary>
Caption = 2,
/// <summary>
/// The system menu.
/// </summary>
SystemMenu = 3,
/// <summary>
/// The grow box
/// </summary>
GrowBox = 4,
/// <summary>
/// The menu.
/// </summary>
Menu = 5,
/// <summary>
/// The horizontal scroll.
/// </summary>
HScroll = 6,
/// <summary>
/// The vertical scroll.
/// </summary>
VScroll = 7,
/// <summary>
/// The minimize button.
/// </summary>
MinButton = 8,
/// <summary>
/// The maximize button.
/// </summary>
MaxButton = 9,
/// <summary>
/// The left side;
/// </summary>
Left = 10,
/// <summary>
/// The right side.
/// </summary>
Right = 11,
/// <summary>
/// The top side.
/// </summary>
Top = 12,
/// <summary>
/// The top left corner.
/// </summary>
TopLeft = 13,
/// <summary>
/// The top right corner.
/// </summary>
TopRight = 14,
/// <summary>
/// The bottom side.
/// </summary>
Bottom = 15,
/// <summary>
/// The bottom left corner.
/// </summary>
BottomLeft = 16,
/// <summary>
/// The bottom right corner.
/// </summary>
BottomRight = 17,
/// <summary>
/// The border.
/// </summary>
Border = 18,
/// <summary>
/// The object.
/// </summary>
Object = 19,
/// <summary>
/// The close button.
/// </summary>
Close = 20,
/// <summary>
/// The help button.
/// </summary>
Help = 21,
};

View File

@@ -46,6 +46,7 @@ static_assert(sizeof(double) == 8, "Invalid double type size.");
static_assert((PLATFORM_THREADS_LIMIT & (PLATFORM_THREADS_LIMIT - 1)) == 0, "Threads limit must be power of two.");
static_assert(PLATFORM_THREADS_LIMIT % 4 == 0, "Threads limit must be multiple of 4.");
const Char* PlatformBase::ApplicationClassName = TEXT("FlaxWindow");
float PlatformBase::CustomDpiScale = 1.0f;
Array<User*, FixedAllocation<8>> PlatformBase::Users;
Delegate<User*> PlatformBase::UserAdded;
@@ -270,6 +271,20 @@ PlatformType PlatformBase::GetPlatformType()
return PLATFORM_TYPE;
}
#if !PLATFORM_SDL
String PlatformBase::GetDisplayServer()
{
return String::Empty;
}
bool PlatformBase::SupportsNativeDecorations()
{
return true;
}
#endif
bool PlatformBase::Is64BitApp()
{
#if PLATFORM_64BITS

View File

@@ -190,6 +190,13 @@ DECLARE_SCRIPTING_TYPE_MINIMAL(PlatformBase);
/// </summary>
static void Exit();
public:
/// <summary>
/// Application windows class name.
/// </summary>
static const Char* ApplicationClassName;
public:
/// <summary>
/// Copy memory region
@@ -362,6 +369,16 @@ public:
/// </summary>
API_PROPERTY() static PlatformType GetPlatformType();
/// <summary>
/// Returns the display server name on Linux.
/// </summary>
API_PROPERTY() static String GetDisplayServer();
/// <summary>
/// Returns true if system provides decorations for windows.
/// </summary>
API_PROPERTY() static bool SupportsNativeDecorations();
/// <summary>
/// Returns true if is running 64 bit application (otherwise 32 bit). It's compile-time constant.
/// </summary>

View File

@@ -0,0 +1,42 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/BaseTypes.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Delegate.h"
API_INJECT_CODE(cpp, "#include \"Engine/Platform/ScreenUtilities.h\"");
/// <summary>
/// Platform-dependent screen utilities.
/// </summary>
API_CLASS(Static, Name="ScreenUtilities", Tag="NativeInvokeUseName")
class FLAXENGINE_API ScreenUtilitiesBase
{
public:
static struct FLAXENGINE_API ScriptingTypeInitializer TypeInitializer;
/// <summary>
/// Gets the pixel color at the specified coordinates.
/// </summary>
/// <param name="pos">Screen-space coordinate to read.</param>
/// <returns>Pixel color at the specified coordinates, or transparent color when color couldn't be picked up.</returns>
API_FUNCTION() static Color32 GetColorAt(const Float2& pos)
{
return Color32::Transparent;
}
/// <summary>
/// Starts async color picking. Color will be returned through PickColorDone event when the actions ends (user selected the final color with a mouse). When action is active, GetColorAt can be used to read the current value.
/// </summary>
API_FUNCTION() static void PickColor()
{
}
/// <summary>
/// Called when PickColor action is finished.
/// </summary>
API_EVENT() static Delegate<Color32> PickColorDone;
};

View File

@@ -107,7 +107,7 @@ WindowBase::WindowBase(const CreateWindowSettings& settings)
if (settings.StartPosition == WindowStartPosition::CenterParent
|| settings.StartPosition == WindowStartPosition::CenterScreen)
{
Rectangle parentBounds = Rectangle(Float2::Zero, Platform::GetDesktopSize());
Rectangle parentBounds = Platform::GetMonitorBounds(Float2::Minimum);
if (settings.Parent != nullptr && settings.StartPosition == WindowStartPosition::CenterParent)
parentBounds = settings.Parent->GetClientBounds();
@@ -165,6 +165,15 @@ void WindowBase::SetIsVisible(bool isVisible)
}
}
bool WindowBase::IsAlwaysOnTop() const
{
return false;
}
void WindowBase::SetIsAlwaysOnTop(bool isAlwaysOnTop)
{
}
String WindowBase::ToString() const
{
return GetTitle();
@@ -266,6 +275,13 @@ void WindowBase::OnMouseMove(const Float2& mousePosition)
INVOKE_EVENT_PARAMS_1(OnMouseMove, (void*)&mousePosition);
}
void WindowBase::OnMouseMoveRelative(const Float2& mousePositionRelative)
{
PROFILE_CPU_NAMED("GUI.OnMouseMoveRelative");
MouseMoveRelative(mousePositionRelative);
INVOKE_EVENT_PARAMS_1(OnMouseMoveRelative, (void*)&mousePositionRelative);
}
void WindowBase::OnMouseLeave()
{
PROFILE_CPU_NAMED("GUI.OnMouseLeave");

View File

@@ -8,6 +8,7 @@
#include "Engine/Scripting/ScriptingObject.h"
#include "Engine/Input/KeyboardKeys.h"
#include "Engine/Input/Enums.h"
#include "Enums.h"
class Input;
class Engine;
@@ -17,252 +18,6 @@ class GPUSwapChain;
class TextureData;
class IGuiData;
/// <summary>
/// Window closing reasons.
/// </summary>
API_ENUM() enum class ClosingReason
{
/// <summary>
/// The unknown.
/// </summary>
Unknown = 0,
/// <summary>
/// The user.
/// </summary>
User,
/// <summary>
/// The engine exit.
/// </summary>
EngineExit,
/// <summary>
/// The close event.
/// </summary>
CloseEvent,
};
/// <summary>
/// Types of default cursors.
/// </summary>
API_ENUM() enum class CursorType
{
/// <summary>
/// The default.
/// </summary>
Default = 0,
/// <summary>
/// The cross.
/// </summary>
Cross,
/// <summary>
/// The hand.
/// </summary>
Hand,
/// <summary>
/// The help icon
/// </summary>
Help,
/// <summary>
/// The I beam.
/// </summary>
IBeam,
/// <summary>
/// The blocking image.
/// </summary>
No,
/// <summary>
/// The wait.
/// </summary>
Wait,
/// <summary>
/// The size all sides.
/// </summary>
SizeAll,
/// <summary>
/// The size NE-SW.
/// </summary>
SizeNESW,
/// <summary>
/// The size NS.
/// </summary>
SizeNS,
/// <summary>
/// The size NW-SE.
/// </summary>
SizeNWSE,
/// <summary>
/// The size WE.
/// </summary>
SizeWE,
/// <summary>
/// The cursor is hidden.
/// </summary>
Hidden,
MAX
};
/// <summary>
/// Data drag and drop effects.
/// </summary>
API_ENUM() enum class DragDropEffect
{
/// <summary>
/// The none.
/// </summary>
None = 0,
/// <summary>
/// The copy.
/// </summary>
Copy,
/// <summary>
/// The move.
/// </summary>
Move,
/// <summary>
/// The link.
/// </summary>
Link,
};
/// <summary>
/// Window hit test codes. Note: they are 1:1 mapping for Win32 values.
/// </summary>
API_ENUM() enum class WindowHitCodes
{
/// <summary>
/// The transparent area.
/// </summary>
Transparent = -1,
/// <summary>
/// The no hit.
/// </summary>
NoWhere = 0,
/// <summary>
/// The client area.
/// </summary>
Client = 1,
/// <summary>
/// The caption area.
/// </summary>
Caption = 2,
/// <summary>
/// The system menu.
/// </summary>
SystemMenu = 3,
/// <summary>
/// The grow box
/// </summary>
GrowBox = 4,
/// <summary>
/// The menu.
/// </summary>
Menu = 5,
/// <summary>
/// The horizontal scroll.
/// </summary>
HScroll = 6,
/// <summary>
/// The vertical scroll.
/// </summary>
VScroll = 7,
/// <summary>
/// The minimize button.
/// </summary>
MinButton = 8,
/// <summary>
/// The maximize button.
/// </summary>
MaxButton = 9,
/// <summary>
/// The left side;
/// </summary>
Left = 10,
/// <summary>
/// The right side.
/// </summary>
Right = 11,
/// <summary>
/// The top side.
/// </summary>
Top = 12,
/// <summary>
/// The top left corner.
/// </summary>
TopLeft = 13,
/// <summary>
/// The top right corner.
/// </summary>
TopRight = 14,
/// <summary>
/// The bottom side.
/// </summary>
Bottom = 15,
/// <summary>
/// The bottom left corner.
/// </summary>
BottomLeft = 16,
/// <summary>
/// The bottom right corner.
/// </summary>
BottomRight = 17,
/// <summary>
/// The border.
/// </summary>
Border = 18,
/// <summary>
/// The object.
/// </summary>
Object = 19,
/// <summary>
/// The close button.
/// </summary>
Close = 20,
/// <summary>
/// The help button.
/// </summary>
Help = 21,
};
API_INJECT_CODE(cpp, "#include \"Engine/Platform/Window.h\"");
/// <summary>
@@ -290,6 +45,7 @@ protected:
bool _isHorizontalFlippingMouse = false;
bool _isVerticalFlippingMouse = false;
bool _isClippingCursor = false;
bool _restoreRelativeMode = false;
explicit WindowBase(const CreateWindowSettings& settings);
virtual ~WindowBase();
@@ -402,6 +158,17 @@ public:
return _maximized;
}
/// <summary>
/// Gets a value that indicates whether a window is always on top of other windows.
/// </summary>
API_PROPERTY() virtual bool IsAlwaysOnTop() const;
/// <summary>
/// Sets a value that indicates whether a window is always on top of other windows.
/// </summary>
/// <param name="isAlwaysOnTop">True if always on top.</param>
API_PROPERTY() virtual void SetIsAlwaysOnTop(bool isAlwaysOnTop);
/// <summary>
/// Gets the native window handle.
/// </summary>
@@ -663,7 +430,7 @@ public:
public:
/// <summary>
/// Starts drag and drop operation
/// Starts a drag and drop operation.
/// </summary>
/// <param name="data">The data.</param>
/// <returns>The result.</returns>
@@ -672,6 +439,18 @@ public:
return DragDropEffect::None;
}
/// <summary>
/// Starts a window drag and drop operation.
/// </summary>
/// <param name="data">The data.</param>
/// <param name="offset">The offset for positioning the window from cursor.</param>
/// <param name="dragSourceWindow">The window where dragging started.</param>
/// <returns>The result.</returns>
API_FUNCTION() virtual DragDropEffect DoDragDrop(const StringView& data, const Float2& offset, Window* dragSourceWindow)
{
return DragDropEffect::None;
}
/// <summary>
/// Starts the mouse tracking.
/// </summary>
@@ -742,6 +521,17 @@ public:
{
}
/// <summary>
/// Gets the mouse position in window coordinates.
/// </summary>
API_PROPERTY() virtual Float2 GetMousePosition() const;
/// <summary>
/// Sets the mouse position in window coordinates.
/// </summary>
/// <param name="position">Mouse position to set on</param>
API_PROPERTY() virtual void SetMousePosition(const Float2& position) const;
/// <summary>
/// Gets the mouse cursor.
/// </summary>
@@ -837,6 +627,12 @@ public:
MouseDelegate MouseMove;
void OnMouseMove(const Float2& mousePosition);
/// <summary>
/// Event fired when mouse moves in relative mode.
/// </summary>
MouseDelegate MouseMoveRelative;
void OnMouseMoveRelative(const Float2& mousePositionRelative);
/// <summary>
/// Event fired when mouse leaves window.
/// </summary>
@@ -932,16 +728,6 @@ public:
API_FUNCTION() bool GetKeyUp(KeyboardKeys key) const;
public:
/// <summary>
/// Gets the mouse position in window coordinates.
/// </summary>
API_PROPERTY() Float2 GetMousePosition() const;
/// <summary>
/// Sets the mouse position in window coordinates.
/// </summary>
/// <param name="position">Mouse position to set on</param>
API_PROPERTY() void SetMousePosition(const Float2& position) const;
/// <summary>
/// Gets the mouse position change during the last frame.

View File

@@ -2,7 +2,9 @@
#pragma once
#if PLATFORM_WINDOWS
#if PLATFORM_SDL && PLATFORM_LINUX
#include "SDL/SDLClipboard.h"
#elif PLATFORM_WINDOWS
#include "Windows/WindowsClipboard.h"
#elif PLATFORM_LINUX
#include "Linux/LinuxClipboard.h"

View File

@@ -11,7 +11,7 @@ namespace FlaxEngine
{
Position = new Float2(100, 100),
Size = new Float2(640, 480),
MinimumSize = Float2.One,
MinimumSize = new Float2(8, 8),
MaximumSize = Float2.Zero, // Unlimited size
StartPosition = WindowStartPosition.CenterParent,
HasBorder = true,
@@ -21,7 +21,7 @@ namespace FlaxEngine
AllowMinimize = true,
AllowMaximize = true,
AllowDragAndDrop = true,
IsRegularWindow = true,
Type = WindowType.Regular,
HasSizingFrame = true,
ShowAfterFirstPaint = true,
};

View File

@@ -26,6 +26,32 @@ API_ENUM() enum class WindowStartPosition
Manual,
};
/// <summary>
/// Specifies the type of the window.
/// </summary>
API_ENUM() enum class WindowType
{
/// <summary>
/// Regular window.
/// </summary>
Regular,
/// <summary>
/// Utility window.
/// </summary>
Utility,
/// <summary>
/// Tooltip window.
/// </summary>
Tooltip,
/// <summary>
/// Popup window.
/// </summary>
Popup,
};
/// <summary>
/// Settings for new window.
/// </summary>
@@ -119,9 +145,15 @@ DECLARE_SCRIPTING_TYPE_MINIMAL(CreateWindowSettings);
API_FIELD() bool IsTopmost = false;
/// <summary>
/// True if it's a regular window, false for tooltips, contextmenu and other utility windows.
/// True if it's a regular window, false for tooltips, context menu and other utility windows.
/// </summary>
API_FIELD() bool IsRegularWindow = true;
API_FIELD() DEPRECATED("Use Type instead") bool IsRegularWindow = true;
/// <summary>
/// The type of window. The type affects the behaviour of the window in system level.
/// Note: Tooltip and Popup windows require Parent to be set.
/// </summary>
API_FIELD() WindowType Type = WindowType::Regular;
/// <summary>
/// Enable/disable window sizing frame.

View File

@@ -140,6 +140,9 @@ API_ENUM() enum class ArchitectureType
#if !defined(PLATFORM_SWITCH)
#define PLATFORM_SWITCH 0
#endif
#if !defined(PLATFORM_SDL)
#define PLATFORM_SDL 0
#endif
#if PLATFORM_WINDOWS
#include "Windows/WindowsDefines.h"

View File

@@ -30,7 +30,6 @@ inline bool operator==(const APP_LOCAL_DEVICE_ID& l, const APP_LOCAL_DEVICE_ID&
return Platform::MemoryCompare(&l, &r, sizeof(APP_LOCAL_DEVICE_ID)) == 0;
}
const Char* GDKPlatform::ApplicationWindowClass = TEXT("FlaxWindow");
void* GDKPlatform::Instance = nullptr;
Delegate<> GDKPlatform::Suspended;
Delegate<> GDKPlatform::Resumed;
@@ -317,7 +316,7 @@ void GDKPlatform::PreInit(void* hInstance)
windowsClass.style = CS_HREDRAW | CS_VREDRAW;
windowsClass.lpfnWndProc = WndProc;
windowsClass.hInstance = (HINSTANCE)Instance;
windowsClass.lpszClassName = ApplicationWindowClass;
windowsClass.lpszClassName = ApplicationClassName;
if (!RegisterClassW(&windowsClass))
{
Error(TEXT("Window class registration failed!"));
@@ -477,7 +476,7 @@ void GDKPlatform::Exit()
if (PlmSignalResume)
CloseHandle(PlmSignalResume);
UnregisterClassW(ApplicationWindowClass, nullptr);
UnregisterClassW(ApplicationClassName, nullptr);
XGameRuntimeUninitialize();
}

View File

@@ -13,11 +13,6 @@ class FLAXENGINE_API GDKPlatform : public Win32Platform
{
public:
/// <summary>
/// Win32 application windows class name.
/// </summary>
static const Char* ApplicationWindowClass;
/// <summary>
/// Handle to Win32 application instance.
/// </summary>

View File

@@ -71,7 +71,7 @@ GDKWindow::GDKWindow(const CreateWindowSettings& settings)
// Creating the window
_handle = CreateWindowExW(
exStyle,
Platform::ApplicationWindowClass,
Platform::ApplicationClassName,
settings.Title.GetText(),
style,
x,

View File

@@ -21,6 +21,7 @@ namespace X11
#include <X11/Xresource.h>
#include <X11/extensions/Xinerama.h>
#include <X11/Xcursor/Xcursor.h>
#include <X11/extensions/Xfixes.h>
}
// Helper macros

View File

@@ -20,6 +20,6 @@
#define PLATFORM_DESKTOP 1
#define PLATFORM_CACHE_LINE_SIZE 128
#define PLATFORM_HAS_HEADLESS_MODE 1
#define PLATFORM_DEBUG_BREAK __asm__ volatile("int $0x03")
#define PLATFORM_DEBUG_BREAK __asm volatile("int $0x03")
#endif

View File

@@ -97,7 +97,9 @@ X11::Cursor Cursors[(int32)CursorType::MAX];
X11::XcursorImage* CursorsImg[(int32)CursorType::MAX];
Dictionary<StringAnsi, X11::KeyCode> KeyNameMap;
Array<KeyboardKeys> KeyCodeMap;
Delegate<void*> LinuxPlatform::xEventRecieved;
#if !PLATFORM_SDL
Delegate<void*> LinuxPlatform::xEventReceived;
#endif
Window* MouseTrackingWindow = nullptr;
// Message boxes configuration
@@ -655,7 +657,11 @@ static int X11_MessageBoxLoop(MessageBoxData* data)
return 0;
}
#if !PLATFORM_SDL
DialogResult MessageBox::Show(Window* parent, const StringView& text, const StringView& caption, MessageBoxButtons buttons, MessageBoxIcon icon)
#else
DialogResult MessageBox::ShowFallback(Window* parent, const StringView& text, const StringView& caption, MessageBoxButtons buttons, MessageBoxIcon icon)
#endif
{
if (CommandLine::Options.Headless.IsTrue())
return DialogResult::None;
@@ -842,6 +848,8 @@ DialogResult MessageBox::Show(Window* parent, const StringView& text, const Stri
return data.resultButtonIndex == -1 ? DialogResult::None : data.buttons[data.resultButtonIndex].result;
}
#if !PLATFORM_SDL
int X11ErrorHandler(X11::Display* display, X11::XErrorEvent* event)
{
if (event->error_code == 5)
@@ -852,6 +860,8 @@ int X11ErrorHandler(X11::Display* display, X11::XErrorEvent* event)
return 0;
}
#endif
int32 CalculateDpi()
{
int dpi = 96;
@@ -1207,17 +1217,20 @@ public:
}
};
#if !PLATFORM_SDL
struct Property
{
unsigned char* data;
int format, nitems;
X11::Atom type;
unsigned char* data;
int format, nitems;
X11::Atom type;
};
#endif
namespace Impl
{
LinuxKeyboard* Keyboard;
LinuxMouse* Mouse;
#if !PLATFORM_SDL
StringAnsi ClipboardText;
void ClipboardGetText(String& result, X11::Atom source, X11::Atom atom, X11::Window window)
@@ -1332,6 +1345,7 @@ namespace Impl
X11::XQueryPointer(display, w, &wtmp, &child, &tmp, &tmp, &tmp, &tmp, &utmp);
return FindAppWindow(display, child);
}
#endif
Dictionary<String, String> LoadConfigFile(StringView path)
{
@@ -1361,6 +1375,7 @@ namespace Impl
}
}
#if !PLATFORM_SDL
class LinuxDropFilesData : public IGuiData
{
public:
@@ -1398,7 +1413,7 @@ public:
}
};
DragDropEffect LinuxWindow::DoDragDrop(const StringView& data)
DragDropEffect Window::DoDragDrop(const StringView& data)
{
if (CommandLine::Options.Headless.IsTrue())
return DragDropEffect::None;
@@ -1412,13 +1427,14 @@ DragDropEffect LinuxWindow::DoDragDrop(const StringView& data)
StringAnsi dataAnsi(data);
LinuxDropTextData dropData;
dropData.Text = data;
unsigned long mainWindow = _window;
// Begin dragging
auto screen = X11::XDefaultScreen(xDisplay);
auto rootWindow = X11::XRootWindow(xDisplay, screen);
if (X11::XGrabPointer(xDisplay, _window, 1, Button1MotionMask | ButtonReleaseMask, GrabModeAsync, GrabModeAsync, rootWindow, cursorWrong, CurrentTime) != GrabSuccess)
if (X11::XGrabPointer(xDisplay, mainWindow, 1, Button1MotionMask | ButtonReleaseMask, GrabModeAsync, GrabModeAsync, rootWindow, cursorWrong, CurrentTime) != GrabSuccess)
return DragDropEffect::None;
X11::XSetSelectionOwner(xDisplay, xAtomXdndSelection, _window, CurrentTime);
X11::XSetSelectionOwner(xDisplay, xAtomXdndSelection, mainWindow, CurrentTime);
// Process events
X11::XEvent event;
@@ -1526,7 +1542,7 @@ DragDropEffect LinuxWindow::DoDragDrop(const StringView& data)
m.window = previousWindow;
m.message_type = xAtomXdndLeave;
m.format = 32;
m.data.l[0] = _window;
m.data.l[0] = mainWindow;
m.data.l[1] = 0;
m.data.l[2] = 0;
m.data.l[3] = 0;
@@ -1555,7 +1571,7 @@ DragDropEffect LinuxWindow::DoDragDrop(const StringView& data)
m.window = window;
m.message_type = xAtomXdndEnter;
m.format = 32;
m.data.l[0] = _window;
m.data.l[0] = mainWindow;
m.data.l[1] = Math::Min(5, version) << 24 | (formats.Count() > 3);
m.data.l[2] = formats.Count() > 0 ? formats[0] : 0;
m.data.l[3] = formats.Count() > 1 ? formats[1] : 0;
@@ -1590,7 +1606,7 @@ DragDropEffect LinuxWindow::DoDragDrop(const StringView& data)
m.window = window;
m.message_type = xAtomXdndPosition;
m.format = 32;
m.data.l[0] = _window;
m.data.l[0] = mainWindow;
m.data.l[1] = 0;
m.data.l[2] = (x << 16) | y;
m.data.l[3] = CurrentTime;
@@ -1633,7 +1649,7 @@ DragDropEffect LinuxWindow::DoDragDrop(const StringView& data)
m.window = previousWindow;
m.message_type = xAtomXdndDrop;
m.format = 32;
m.data.l[0] = _window;
m.data.l[0] = mainWindow;
m.data.l[1] = 0;
m.data.l[2] = CurrentTime;
m.data.l[3] = 0;
@@ -1680,7 +1696,7 @@ DragDropEffect LinuxWindow::DoDragDrop(const StringView& data)
m.window = previousWindow;
m.message_type = xAtomXdndLeave;
m.format = 32;
m.data.l[0] = _window;
m.data.l[0] = mainWindow;
m.data.l[1] = 0;
m.data.l[2] = 0;
m.data.l[3] = 0;
@@ -1706,7 +1722,7 @@ void LinuxClipboard::SetText(const StringView& text)
{
if (CommandLine::Options.Headless.IsTrue())
return;
auto mainWindow = (LinuxWindow*)Engine::MainWindow;
auto mainWindow = Engine::MainWindow;
if (!mainWindow)
return;
X11::Window window = (X11::Window)mainWindow->GetNativePtr();
@@ -1729,7 +1745,7 @@ String LinuxClipboard::GetText()
if (CommandLine::Options.Headless.IsTrue())
return String::Empty;
String result;
auto mainWindow = (LinuxWindow*)Engine::MainWindow;
auto mainWindow = Engine::MainWindow;
if (!mainWindow)
return result;
X11::Window window = (X11::Window)mainWindow->GetNativePtr();
@@ -1758,9 +1774,11 @@ Array<String> LinuxClipboard::GetFiles()
return Array<String>();
}
#endif
void* LinuxPlatform::GetXDisplay()
{
return xDisplay;
return xDisplay;
}
bool LinuxPlatform::CreateMutex(const Char* name)
@@ -2090,6 +2108,7 @@ bool LinuxPlatform::Init()
UnixGetMacAddress(MacAddress);
#if !PLATFORM_SDL
// Get user locale string
setlocale(LC_ALL, "");
const char* locale = setlocale(LC_CTYPE, NULL);
@@ -2099,6 +2118,7 @@ bool LinuxPlatform::Init()
UserLocale.Replace('_', '-');
if (UserLocale == TEXT("C"))
UserLocale = TEXT("en");
#endif
// Get computer name string
gethostname(buffer, UNIX_APP_BUFF_SIZE);
@@ -2142,7 +2162,11 @@ bool LinuxPlatform::Init()
// Skip setup if running in headless mode (X11 might not be available on servers)
if (CommandLine::Options.Headless.IsTrue())
return false;
#if PLATFORM_SDL
xDisplay = X11::XOpenDisplay(nullptr);
#endif
#if !PLATFORM_SDL
X11::XInitThreads();
xDisplay = X11::XOpenDisplay(nullptr);
@@ -2281,7 +2305,7 @@ bool LinuxPlatform::Init()
Input::Mouse = Impl::Mouse = New<LinuxMouse>();
Input::Keyboard = Impl::Keyboard = New<LinuxKeyboard>();
LinuxInput::Init();
#endif
return false;
}
@@ -2291,6 +2315,7 @@ void LinuxPlatform::BeforeRun()
void LinuxPlatform::Tick()
{
#if !PLATFORM_SDL
UnixPlatform::Tick();
LinuxInput::UpdateState();
@@ -2307,9 +2332,9 @@ void LinuxPlatform::Tick()
continue;
// External event handling
xEventRecieved(&event);
xEventReceived(&event);
LinuxWindow* window;
Window* window;
switch (event.type)
{
case ClientMessage:
@@ -2641,6 +2666,7 @@ void LinuxPlatform::Tick()
}
//X11::XFlush(xDisplay);
#endif
}
void LinuxPlatform::BeforeExit()
@@ -2649,6 +2675,7 @@ void LinuxPlatform::BeforeExit()
void LinuxPlatform::Exit()
{
#if !PLATFORM_SDL
for (int32 i = 0; i < (int32)CursorType::MAX; i++)
{
if (Cursors[i])
@@ -2674,6 +2701,7 @@ void LinuxPlatform::Exit()
X11::XCloseDisplay(xDisplay);
xDisplay = nullptr;
}
#endif
}
String LinuxPlatform::GetSystemName()
@@ -2695,6 +2723,7 @@ Version LinuxPlatform::GetSystemVersion()
return Version(0, 0);
}
#if !PLATFORM_SDL
int32 LinuxPlatform::GetDpi()
{
return SystemDpi;
@@ -2704,6 +2733,7 @@ String LinuxPlatform::GetUserLocaleName()
{
return UserLocale;
}
#endif
String LinuxPlatform::GetComputerName()
{
@@ -2911,10 +2941,12 @@ bool LinuxPlatform::SetWorkingDirectory(const String& path)
return chdir(StringAsANSI<>(*path).Get()) != 0;
}
#if !PLATFORM_SDL
Window* LinuxPlatform::CreateWindow(const CreateWindowSettings& settings)
{
return New<LinuxWindow>(settings);
}
#endif
extern char **environ;

View File

@@ -36,7 +36,7 @@ public:
/// <summary>
/// An event that is fired when an XEvent is received during platform tick.
/// </summary>
static Delegate<void*> xEventRecieved;
static Delegate<void*> xEventReceived;
public:
@@ -123,8 +123,10 @@ public:
static void Tick();
static void BeforeExit();
static void Exit();
#if !PLATFORM_SDL
static int32 GetDpi();
static String GetUserLocaleName();
#endif
static String GetComputerName();
static bool GetHasFocus();
static bool CanOpenUrl(const StringView& url);
@@ -139,7 +141,9 @@ public:
static Guid GetUniqueDeviceId();
static String GetWorkingDirectory();
static bool SetWorkingDirectory(const String& path);
#if !PLATFORM_SDL
static Window* CreateWindow(const CreateWindowSettings& settings);
#endif
static void GetEnvironmentVariables(Dictionary<String, String, HeapAllocation>& result);
static bool GetEnvironmentVariable(const String& name, String& value);
static bool SetEnvironmentVariable(const String& name, const String& value);

View File

@@ -0,0 +1,164 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#if PLATFORM_LINUX
#include "Engine/Platform/Types.h"
#include "Engine/Platform/ScreenUtilities.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Delegate.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Vector4.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Platform/Linux/LinuxPlatform.h"
#include "Engine/Platform/Linux/IncludeX11.h"
#if PLATFORM_SDL
#include <libportal/portal-enums.h>
#include <libportal/screenshot.h>
namespace PortalImpl
{
XdpPortal* Portal = nullptr;
int64 MainLoopReady = 0;
gpointer GLibMainLoop(gpointer data);
void PickColorCallback(GObject* source, GAsyncResult* result, gpointer data);
}
#endif
Delegate<Color32> ScreenUtilitiesBase::PickColorDone;
Color32 LinuxScreenUtilities::GetColorAt(const Float2& pos)
{
X11::Display* display = (X11::Display*)Platform::GetXDisplay();
if (display)
{
int defaultScreen = X11::XDefaultScreen(display);
X11::Window rootWindow = X11::XRootWindow(display, defaultScreen);
X11::XImage* image = X11::XGetImage(display, rootWindow, (int)pos.X, (int)pos.Y, 1, 1, AllPlanes, XYPixmap);
if (image)
{
X11::XColor color;
color.pixel = XGetPixel(image, 0, 0);
X11::XFree(image);
X11::XQueryColor(display, X11::XDefaultColormap(display, defaultScreen), &color);
Color32 outputColor;
outputColor.R = color.red / 256;
outputColor.G = color.green / 256;
outputColor.B = color.blue / 256;
outputColor.A = 255;
return outputColor;
}
else
{
// XWayland doesn't support XGetImage
}
}
return Color32::Transparent;
}
void OnScreenUtilsXEventCallback(void* eventPtr)
{
X11::XEvent* event = (X11::XEvent*) eventPtr;
X11::Display* display = (X11::Display*)Platform::GetXDisplay();
if (event->type == ButtonPress)
{
const Float2 cursorPos = Platform::GetMousePosition();
const Color32 colorPicked = ScreenUtilities::GetColorAt(cursorPos);
X11::XUngrabPointer(display, CurrentTime);
ScreenUtilities::PickColorDone(colorPicked);
LinuxPlatform::xEventReceived.Unbind(OnScreenUtilsXEventCallback);
}
}
void LinuxScreenUtilities::PickColor()
{
PROFILE_CPU();
X11::Display* display = (X11::Display*)Platform::GetXDisplay();
if (display)
{
X11::Window rootWindow = X11::XRootWindow(display, X11::XDefaultScreen(display));
X11::Cursor cursor = XCreateFontCursor(display, 130);
int grabbedPointer = X11::XGrabPointer(display, rootWindow, 0, ButtonPressMask, GrabModeAsync, GrabModeAsync, rootWindow, cursor, CurrentTime);
if (grabbedPointer != GrabSuccess)
{
LOG(Error, "Failed to grab cursor for events.");
X11::XFreeCursor(display, cursor);
return;
}
X11::XFreeCursor(display, cursor);
LinuxPlatform::xEventReceived.Bind(OnScreenUtilsXEventCallback);
return;
}
#if PLATFORM_SDL
if (PortalImpl::MainLoopReady == 0)
{
// Initialize portal
GError* error = nullptr;
PortalImpl::Portal = xdp_portal_initable_new(&error);
if (error != nullptr)
{
PortalImpl::MainLoopReady = 2;
LOG(Error, "Failed to initialize XDP Portal");
return;
}
// Run the GLib main loop in other thread in order to process asynchronous callbacks
g_thread_new(nullptr, PortalImpl::GLibMainLoop, nullptr);
while (Platform::AtomicRead(&PortalImpl::MainLoopReady) != 1)
Platform::Sleep(1);
}
if (PortalImpl::Portal != nullptr)
{
// Enter color picking mode, the callback receives the final color
xdp_portal_pick_color(PortalImpl::Portal, nullptr, nullptr, PortalImpl::PickColorCallback, nullptr);
}
#endif
}
#if PLATFORM_SDL
gpointer PortalImpl::GLibMainLoop(gpointer data)
{
GMainContext* mainContext = g_main_context_get_thread_default();
GMainLoop* mainLoop = g_main_loop_new(mainContext, false);
Platform::AtomicStore(&PortalImpl::MainLoopReady, 1);
g_main_loop_run(mainLoop);
g_main_loop_unref(mainLoop);
return nullptr;
}
void PortalImpl::PickColorCallback(GObject* source, GAsyncResult* result, gpointer data)
{
GError* error = nullptr;
GVariant* variant = xdp_portal_pick_color_finish(PortalImpl::Portal, result, &error);
if (error)
{
if (g_error_matches(error, G_IO_ERROR, G_IO_ERROR_CANCELLED))
LOG(Info, "XDP Portal pick color cancelled");
else
LOG(Error, "XDP Portal pick color failed: {}", String(error->message));
return;
}
// The color is stored in a triple double variant, extract the values
Double4 colorDouble;
g_variant_get(variant, "(ddd)", &colorDouble.X, &colorDouble.Y, &colorDouble.Z);
g_variant_unref(variant);
colorDouble.W = 1.0f;
Vector4 colorVector = colorDouble;
Color32 color = Color32(colorVector);
ScreenUtilities::PickColorDone(color);
}
#endif
#endif

View File

@@ -0,0 +1,24 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if PLATFORM_LINUX
#include "Engine/Platform/Base/ScreenUtilitiesBase.h"
#include "Engine/Core/Types/BaseTypes.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Delegate.h"
/// <summary>
/// Platform-dependent screen utilities.
/// </summary>
class FLAXENGINE_API LinuxScreenUtilities : public ScreenUtilitiesBase
{
public:
// [ScreenUtilitiesBase]
static Color32 GetColorAt(const Float2& pos);
static void PickColor();
};
#endif

View File

@@ -1,6 +1,6 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#if PLATFORM_LINUX
#if PLATFORM_LINUX && !PLATFORM_SDL
#include "../Window.h"
#include "Engine/Input/Input.h"
@@ -616,7 +616,7 @@ void LinuxWindow::OnButtonPress(void* event)
}
// Handle double-click
if (buttonEvent->button == Button1)
if (buttonEvent->button == Button1 && !Input::Mouse->IsRelative())
{
if (
buttonEvent->time < (MouseLastButtonPressTime + MouseDoubleClickTime) &&

View File

@@ -89,6 +89,7 @@ public:
void Focus() override;
void SetTitle(const StringView& title) override;
DragDropEffect DoDragDrop(const StringView& data) override;
using WindowBase::DoDragDrop;
void StartTrackingMouse(bool useMouseScreenOffset) override;
void EndTrackingMouse() override;
void SetCursor(CursorType type) override;

View File

@@ -273,6 +273,7 @@ bool MacPlatform::Init()
CFRelease(computerName);
}
#if !PLATFORM_SDL
// Find the maximum scale of the display to handle high-dpi displays scaling factor
{
NSArray* screenArray = [NSScreen screens];
@@ -297,6 +298,7 @@ bool MacPlatform::Init()
Input::Mouse = New<MacMouse>();
Input::Keyboard = New<MacKeyboard>();
#endif
return false;
}
@@ -423,11 +425,15 @@ String MacPlatform::GetMainDirectory()
return path;
}
#if !PLATFORM_SDL
Window* MacPlatform::CreateWindow(const CreateWindowSettings& settings)
{
return New<MacWindow>(settings);
}
#endif
int32 MacPlatform::CreateProcess(CreateProcessSettings& settings)
{
LOG(Info, "Command: {0} {1}", settings.FileName, settings.Arguments);

View File

@@ -0,0 +1,29 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#if USE_EDITOR && PLATFORM_MAC
#include "Engine/Platform/Types.h"
#include "Engine/Platform/ScreenUtilities.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Delegate.h"
#include "Engine/Core/Log.h"
#include <Cocoa/Cocoa.h>
#include <AppKit/AppKit.h>
Delegate<Color32> ScreenUtilitiesBase::PickColorDone;
Color32 MacScreenUtilities::GetColorAt(const Float2& pos)
{
// TODO: implement ScreenUtilities for macOS
return { 0, 0, 0, 255 };
}
void MacScreenUtilities::PickColor()
{
// This is what C# calls to start the color picking sequence
// This should stop mouse clicks from working for one click, and that click is on the selected color
// There is a class called NSColorSample that might implement that for you, but maybe not.
}
#endif

View File

@@ -0,0 +1,25 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if USE_EDITOR && PLATFORM_MAC
#include "Engine/Platform/Base/ScreenUtilitiesBase.h"
#include "Engine/Core/Types/BaseTypes.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Delegate.h"
/// <summary>
/// Platform-dependent screen utilities.
/// </summary>
class FLAXENGINE_API MacScreenUtilities : public ScreenUtilitiesBase
{
public:
// [ScreenUtilitiesBase]
static Color32 GetColorAt(const Float2& pos);
static void PickColor();
};
#endif

View File

@@ -1,6 +1,6 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#if PLATFORM_MAC
#if PLATFORM_MAC && !PLATFORM_SDL
#include "../Window.h"
#include "Engine/Platform/Apple/AppleUtils.h"
@@ -507,7 +507,7 @@ static void ConvertNSRect(NSScreen *screen, NSRect *r)
Float2 mousePos = GetMousePosition(Window, event);
mousePos = Window->ClientToScreen(mousePos);
MouseButton mouseButton = MouseButton::Left;
if ([event clickCount] == 2)
if ([event clickCount] == 2 && !Input::Mouse->IsRelative())
Input::Mouse->OnMouseDoubleClick(mousePos, mouseButton, Window);
else
Input::Mouse->OnMouseDown(mousePos, mouseButton, Window);
@@ -544,7 +544,7 @@ static void ConvertNSRect(NSScreen *screen, NSRect *r)
if (IsWindowInvalid(Window)) return;
Float2 mousePos = GetMousePosition(Window, event);
MouseButton mouseButton = MouseButton::Right;
if ([event clickCount] == 2)
if ([event clickCount] == 2 && !Input::Mouse->IsRelative())
Input::Mouse->OnMouseDoubleClick(Window->ClientToScreen(mousePos), mouseButton, Window);
else
Input::Mouse->OnMouseDown(Window->ClientToScreen(mousePos), mouseButton, Window);
@@ -582,7 +582,7 @@ static void ConvertNSRect(NSScreen *screen, NSRect *r)
default:
return;
}
if ([event clickCount] == 2)
if ([event clickCount] == 2 && !Input::Mouse->IsRelative())
Input::Mouse->OnMouseDoubleClick(Window->ClientToScreen(mousePos), mouseButton, Window);
else
Input::Mouse->OnMouseDown(Window->ClientToScreen(mousePos), mouseButton, Window);

View File

@@ -55,6 +55,7 @@ public:
void Focus() override;
void SetTitle(const StringView& title) override;
DragDropEffect DoDragDrop(const StringView& data) override;
using WindowBase::DoDragDrop;
void StartTrackingMouse(bool useMouseScreenOffset) override;
void EndTrackingMouse() override;
void SetCursor(CursorType type) override;

View File

@@ -237,4 +237,9 @@ DECLARE_SCRIPTING_TYPE_NO_SPAWN(MessageBox);
/// <param name="icon">One of the MessageBoxIcon values that specifies which icon to display in the message box.</param>
/// <returns>The message box dialog result.</returns>
API_FUNCTION() static DialogResult Show(Window* parent, const StringView& text, const StringView& caption, MessageBoxButtons buttons, MessageBoxIcon icon);
private:
#if PLATFORM_SDL && PLATFORM_LINUX
static DialogResult ShowFallback(Window* parent, const StringView& text, const StringView& caption, MessageBoxButtons buttons, MessageBoxIcon icon);
#endif
};

View File

@@ -89,6 +89,21 @@ public class Platform : EngineModule
break;
default: throw new InvalidPlatformException(options.Platform.Target);
}
if (EngineConfiguration.WithSDL(options))
{
switch (options.Platform.Target)
{
case TargetPlatform.Windows:
case TargetPlatform.Linux:
case TargetPlatform.Mac:
options.PublicDependencies.Add("SDL");
options.SourcePaths.Add(Path.Combine(FolderPath, "SDL"));
break;
}
if (options.Platform.Target == TargetPlatform.Linux)
options.PublicDependencies.Add("Wayland");
}
if (options.Target.IsEditor)
{
// Include platform settings headers

View File

@@ -8,7 +8,9 @@
#include "Types.h"
#include "Defines.h"
#if PLATFORM_WINDOWS
#if PLATFORM_SDL
#include "SDL/SDLPlatform.h"
#elif PLATFORM_WINDOWS
#include "Windows/WindowsPlatform.h"
#elif PLATFORM_UWP
#include "UWP/UWPPlatform.h"

View File

@@ -0,0 +1,26 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if PLATFORM_SDL && PLATFORM_LINUX
#include "Engine/Platform/Base/ClipboardBase.h"
/// <summary>
/// SDL implementation of the clipboard service for Linux platform.
/// </summary>
class FLAXENGINE_API SDLClipboard : public ClipboardBase
{
public:
// [ClipboardBase]
static void Clear();
static void SetText(const StringView& text);
static void SetRawData(const Span<byte>& data);
static void SetFiles(const Array<String>& files);
static String GetText();
static Array<byte> GetRawData();
static Array<String> GetFiles();
};
#endif

View File

@@ -0,0 +1,836 @@
// Copyright (c) Wojciech Figat. All rights reserved.
#if PLATFORM_SDL
#include "SDLInput.h"
#include "SDLWindow.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Core/Log.h"
#include "Engine/Input/Input.h"
#include "Engine/Input/Mouse.h"
#include "Engine/Input/Keyboard.h"
#include "Engine/Input/Gamepad.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/Screen.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Editor/Managed/ManagedEditor.h"
#endif
#include <SDL3/SDL_events.h>
class SDLMouse;
class SDLKeyboard;
class SDLGamepad;
// TODO: Turn these into customizable values
#define TRIGGER_THRESHOLD 30
#define LEFT_STICK_THRESHOLD 7849
#define RIGHT_STICK_THRESHOLD 8689
namespace SDLInputImpl
{
SDLMouse* Mouse = nullptr;
SDLKeyboard* Keyboard = nullptr;
Dictionary<SDL_JoystickID, SDLGamepad*> Gamepads;
}
static const KeyboardKeys SDL_TO_FLAX_KEYS_MAP[] =
{
KeyboardKeys::None, // SDL_SCANCODE_UNKNOWN
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::A,
KeyboardKeys::B,
KeyboardKeys::C,
KeyboardKeys::D,
KeyboardKeys::E,
KeyboardKeys::F,
KeyboardKeys::G,
KeyboardKeys::H,
KeyboardKeys::I,
KeyboardKeys::J,
KeyboardKeys::K,
KeyboardKeys::L,
KeyboardKeys::M,
KeyboardKeys::N,
KeyboardKeys::O,
KeyboardKeys::P,
KeyboardKeys::Q,
KeyboardKeys::R,
KeyboardKeys::S,
KeyboardKeys::T,
KeyboardKeys::U,
KeyboardKeys::V,
KeyboardKeys::W,
KeyboardKeys::X,
KeyboardKeys::Y,
KeyboardKeys::Z, // 29
KeyboardKeys::Alpha1,
KeyboardKeys::Alpha2,
KeyboardKeys::Alpha3,
KeyboardKeys::Alpha4,
KeyboardKeys::Alpha5,
KeyboardKeys::Alpha6,
KeyboardKeys::Alpha7,
KeyboardKeys::Alpha8,
KeyboardKeys::Alpha9,
KeyboardKeys::Alpha0, // 39
KeyboardKeys::Return,
KeyboardKeys::Escape,
KeyboardKeys::Backspace,
KeyboardKeys::Tab,
KeyboardKeys::Spacebar,
KeyboardKeys::Minus,
KeyboardKeys::None, //KeyboardKeys::Equals, // ?
KeyboardKeys::LeftBracket,
KeyboardKeys::RightBracket,
KeyboardKeys::Backslash, // SDL_SCANCODE_BACKSLASH ?
KeyboardKeys::Oem102, // SDL_SCANCODE_NONUSHASH ?
KeyboardKeys::Colon, // SDL_SCANCODE_SEMICOLON ?
KeyboardKeys::Quote, // SDL_SCANCODE_APOSTROPHE
KeyboardKeys::BackQuote, // SDL_SCANCODE_GRAVE
KeyboardKeys::Comma,
KeyboardKeys::Period,
KeyboardKeys::Slash,
KeyboardKeys::Capital,
KeyboardKeys::F1,
KeyboardKeys::F2,
KeyboardKeys::F3,
KeyboardKeys::F4,
KeyboardKeys::F5,
KeyboardKeys::F6,
KeyboardKeys::F7,
KeyboardKeys::F8,
KeyboardKeys::F9,
KeyboardKeys::F10,
KeyboardKeys::F11,
KeyboardKeys::F12,
KeyboardKeys::PrintScreen,
KeyboardKeys::Scroll,
KeyboardKeys::Pause,
KeyboardKeys::Insert,
KeyboardKeys::Home,
KeyboardKeys::PageUp,
KeyboardKeys::Delete,
KeyboardKeys::End,
KeyboardKeys::PageDown,
KeyboardKeys::ArrowRight,
KeyboardKeys::ArrowLeft,
KeyboardKeys::ArrowDown,
KeyboardKeys::ArrowUp,
KeyboardKeys::Numlock,
KeyboardKeys::NumpadDivide,
KeyboardKeys::NumpadMultiply,
KeyboardKeys::NumpadSubtract,
KeyboardKeys::NumpadAdd,
KeyboardKeys::Return, // SDL_SCANCODE_KP_ENTER ?
KeyboardKeys::Numpad1,
KeyboardKeys::Numpad2,
KeyboardKeys::Numpad3,
KeyboardKeys::Numpad4,
KeyboardKeys::Numpad5,
KeyboardKeys::Numpad6,
KeyboardKeys::Numpad7,
KeyboardKeys::Numpad8,
KeyboardKeys::Numpad9,
KeyboardKeys::Numpad0, //98
KeyboardKeys::NumpadDecimal, // SDL_SCANCODE_KP_PERIOD
KeyboardKeys::Backslash, // SDL_SCANCODE_NONUSBACKSLASH ?
KeyboardKeys::Applications,
KeyboardKeys::Sleep, // SDL_SCANCODE_POWER ?
KeyboardKeys::None, // SDL_SCANCODE_KP_EQUALS ?
KeyboardKeys::F13,
KeyboardKeys::F14,
KeyboardKeys::F15,
KeyboardKeys::F16,
KeyboardKeys::F17,
KeyboardKeys::F18,
KeyboardKeys::F19,
KeyboardKeys::F20,
KeyboardKeys::F21,
KeyboardKeys::F22,
KeyboardKeys::F23,
KeyboardKeys::F24,
KeyboardKeys::Execute,
KeyboardKeys::Help,
KeyboardKeys::LeftMenu, // SDL_SCANCODE_MENU ?
KeyboardKeys::Select,
KeyboardKeys::None, // SDL_SCANCODE_STOP
KeyboardKeys::None, // SDL_SCANCODE_AGAIN
KeyboardKeys::None, // SDL_SCANCODE_UNDO
KeyboardKeys::None, // SDL_SCANCODE_CUT
KeyboardKeys::None, // SDL_SCANCODE_COPY
KeyboardKeys::None, // SDL_SCANCODE_PASTE
KeyboardKeys::None, // SDL_SCANCODE_FIND
KeyboardKeys::None, // SDL_SCANCODE_MUTE
KeyboardKeys::None, // SDL_SCANCODE_VOLUMEUP
KeyboardKeys::None, // SDL_SCANCODE_VOLUMEDOWN
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::NumpadSeparator, // SDL_SCANCODE_KP_COMMA ?
KeyboardKeys::None, // SDL_SCANCODE_KP_EQUALSAS400
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL1
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL2
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL3
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL4
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL5
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL6
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL7
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL8
KeyboardKeys::None, // SDL_SCANCODE_INTERNATIONAL9
KeyboardKeys::None, // SDL_SCANCODE_LANG1
KeyboardKeys::None, // SDL_SCANCODE_LANG2
KeyboardKeys::None, // SDL_SCANCODE_LANG3
KeyboardKeys::None, // SDL_SCANCODE_LANG4
KeyboardKeys::None, // SDL_SCANCODE_LANG5
KeyboardKeys::None, // SDL_SCANCODE_LANG6
KeyboardKeys::None, // SDL_SCANCODE_LANG7
KeyboardKeys::None, // SDL_SCANCODE_LANG8
KeyboardKeys::None, // SDL_SCANCODE_LANG9
KeyboardKeys::None, // SDL_SCANCODE_ALTERASE
KeyboardKeys::None, // SDL_SCANCODE_SYSREQ
KeyboardKeys::None, // SDL_SCANCODE_CANCEL
KeyboardKeys::Clear, // SDL_SCANCODE_CLEAR
KeyboardKeys::None, // SDL_SCANCODE_PRIOR
KeyboardKeys::None, // SDL_SCANCODE_RETURN2
KeyboardKeys::None, // SDL_SCANCODE_SEPARATOR
KeyboardKeys::None, // SDL_SCANCODE_OUT
KeyboardKeys::None, // SDL_SCANCODE_OPER
KeyboardKeys::None, // SDL_SCANCODE_CLEARAGAIN
KeyboardKeys::None, // SDL_SCANCODE_CRSEL
KeyboardKeys::None, // SDL_SCANCODE_EXSEL
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None, // SDL_SCANCODE_KP_00
KeyboardKeys::None, // SDL_SCANCODE_KP_000
KeyboardKeys::None, // SDL_SCANCODE_THOUSANDSSEPARATOR
KeyboardKeys::None, // SDL_SCANCODE_DECIMALSEPARATOR
KeyboardKeys::None, // SDL_SCANCODE_CURRENCYUNIT
KeyboardKeys::None, // SDL_SCANCODE_CURRENCYSUBUNIT
KeyboardKeys::None, // SDL_SCANCODE_KP_LEFTPAREN = 182,
KeyboardKeys::None, // SDL_SCANCODE_KP_RIGHTPAREN = 183,
KeyboardKeys::None, // SDL_SCANCODE_KP_LEFTBRACE = 184,
KeyboardKeys::None, // SDL_SCANCODE_KP_RIGHTBRACE = 185,
KeyboardKeys::None, // SDL_SCANCODE_KP_TAB = 186,
KeyboardKeys::None, // SDL_SCANCODE_KP_BACKSPACE = 187,
KeyboardKeys::None, // SDL_SCANCODE_KP_A = 188,
KeyboardKeys::None, // SDL_SCANCODE_KP_B = 189,
KeyboardKeys::None, // SDL_SCANCODE_KP_C = 190,
KeyboardKeys::None, // SDL_SCANCODE_KP_D = 191,
KeyboardKeys::None, // SDL_SCANCODE_KP_E = 192,
KeyboardKeys::None, // SDL_SCANCODE_KP_F = 193,
KeyboardKeys::None, // SDL_SCANCODE_KP_XOR = 194,
KeyboardKeys::None, // SDL_SCANCODE_KP_POWER = 195,
KeyboardKeys::None, // SDL_SCANCODE_KP_PERCENT = 196,
KeyboardKeys::None, // SDL_SCANCODE_KP_LESS = 197,
KeyboardKeys::None, // SDL_SCANCODE_KP_GREATER = 198,
KeyboardKeys::None, // SDL_SCANCODE_KP_AMPERSAND = 199,
KeyboardKeys::None, // SDL_SCANCODE_KP_DBLAMPERSAND = 200,
KeyboardKeys::None, // SDL_SCANCODE_KP_VERTICALBAR = 201,
KeyboardKeys::None, // SDL_SCANCODE_KP_DBLVERTICALBAR = 202,
KeyboardKeys::None, // SDL_SCANCODE_KP_COLON = 203,
KeyboardKeys::None, // SDL_SCANCODE_KP_HASH = 204,
KeyboardKeys::None, // SDL_SCANCODE_KP_SPACE = 205,
KeyboardKeys::None, // SDL_SCANCODE_KP_AT = 206,
KeyboardKeys::None, // SDL_SCANCODE_KP_EXCLAM = 207,
KeyboardKeys::None, // SDL_SCANCODE_KP_MEMSTORE = 208,
KeyboardKeys::None, // SDL_SCANCODE_KP_MEMRECALL = 209,
KeyboardKeys::None, // SDL_SCANCODE_KP_MEMCLEAR = 210,
KeyboardKeys::None, // SDL_SCANCODE_KP_MEMADD = 211,
KeyboardKeys::None, // SDL_SCANCODE_KP_MEMSUBTRACT = 212,
KeyboardKeys::None, // SDL_SCANCODE_KP_MEMMULTIPLY = 213,
KeyboardKeys::None, // SDL_SCANCODE_KP_MEMDIVIDE = 214,
KeyboardKeys::None, // SDL_SCANCODE_KP_PLUSMINUS = 215,
KeyboardKeys::None, // SDL_SCANCODE_KP_CLEAR = 216,
KeyboardKeys::None, // SDL_SCANCODE_KP_CLEARENTRY = 217,
KeyboardKeys::None, // SDL_SCANCODE_KP_BINARY = 218,
KeyboardKeys::None, // SDL_SCANCODE_KP_OCTAL = 219,
KeyboardKeys::None, // SDL_SCANCODE_KP_DECIMAL = 220,
KeyboardKeys::None, // SDL_SCANCODE_KP_HEXADECIMAL = 221,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::Control, // SDL_SCANCODE_LCTRL = 224,
KeyboardKeys::Shift, // SDL_SCANCODE_LSHIFT = 225,
KeyboardKeys::Alt, // SDL_SCANCODE_LALT = 226,
KeyboardKeys::LeftMenu, // SDL_SCANCODE_LGUI = 227,
KeyboardKeys::Control, // SDL_SCANCODE_RCTRL = 228,
KeyboardKeys::Shift, // SDL_SCANCODE_RSHIFT = 229,
KeyboardKeys::Alt, // SDL_SCANCODE_RALT = 230,
KeyboardKeys::RightMenu, // SDL_SCANCODE_RGUI = 231,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::None,
KeyboardKeys::Modechange, // SDL_SCANCODE_MODE
KeyboardKeys::Sleep, // SDL_SCANCODE_SLEEP
KeyboardKeys::None, // SDL_SCANCODE_WAKE
KeyboardKeys::None, // SDL_SCANCODE_CHANNEL_INCREMENT = 260,
KeyboardKeys::None, // SDL_SCANCODE_CHANNEL_DECREMENT = 261,
KeyboardKeys::None, // SDL_SCANCODE_MEDIA_PLAY = 262,
KeyboardKeys::None, // SDL_SCANCODE_MEDIA_PAUSE = 263,
KeyboardKeys::None, // SDL_SCANCODE_MEDIA_RECORD = 264,
KeyboardKeys::None, // SDL_SCANCODE_MEDIA_FAST_FORWARD = 265,
KeyboardKeys::None, // SDL_SCANCODE_MEDIA_REWIND = 266,
KeyboardKeys::MediaNextTrack, // SDL_SCANCODE_MEDIA_NEXT_TRACK = 267,
KeyboardKeys::MediaPrevTrack, // SDL_SCANCODE_MEDIA_PREVIOUS_TRACK = 268,
KeyboardKeys::MediaStop, // SDL_SCANCODE_MEDIA_STOP = 269,
KeyboardKeys::None, // SDL_SCANCODE_MEDIA_EJECT = 270,
KeyboardKeys::MediaPlayPause, // SDL_SCANCODE_MEDIA_PLAY_PAUSE = 271,
KeyboardKeys::None, // SDL_SCANCODE_MEDIA_SELECT = 272,
KeyboardKeys::None, // SDL_SCANCODE_AC_NEW = 273,
KeyboardKeys::None, // SDL_SCANCODE_AC_OPEN = 274,
KeyboardKeys::None, // SDL_SCANCODE_AC_CLOSE = 275,
KeyboardKeys::None, // SDL_SCANCODE_AC_EXIT = 276,
KeyboardKeys::None, // SDL_SCANCODE_AC_SAVE = 277,
KeyboardKeys::None, // SDL_SCANCODE_AC_PRINT = 278,
KeyboardKeys::None, // SDL_SCANCODE_AC_PROPERTIES = 279,
KeyboardKeys::None, // SDL_SCANCODE_AC_SEARCH = 280,
KeyboardKeys::None, // SDL_SCANCODE_AC_HOME = 281,
KeyboardKeys::None, // SDL_SCANCODE_AC_BACK = 282,
KeyboardKeys::None, // SDL_SCANCODE_AC_FORWARD = 283,
KeyboardKeys::None, // SDL_SCANCODE_AC_STOP = 284,
KeyboardKeys::None, // SDL_SCANCODE_AC_REFRESH = 285,
KeyboardKeys::None, // SDL_SCANCODE_AC_BOOKMARKS = 286,
KeyboardKeys::None, // SDL_SCANCODE_SOFTLEFT = 287,
KeyboardKeys::None, // SDL_SCANCODE_SOFTRIGHT = 288,
KeyboardKeys::None, // SDL_SCANCODE_CALL = 289,
KeyboardKeys::None, // SDL_SCANCODE_ENDCALL = 290
};
/// <summary>
/// Implementation of the keyboard device for Windows platform.
/// </summary>
/// <seealso cref="Keyboard" />
class SDLKeyboard : public Keyboard
{
public:
/// <summary>
/// Initializes a new instance of the <see cref="SDLKeyboard"/> class.
/// </summary>
explicit SDLKeyboard()
: Keyboard()
{
}
public:
};
/// <summary>
/// Implementation of the mouse device for SDL platform.
/// </summary>
/// <seealso cref="Mouse" />
class SDLMouse : public Mouse
{
private:
Float2 _oldPosition = Float2::Zero;
Window* _relativeModeWindow = nullptr;
const SDL_Rect* _oldScreenRect = nullptr;
public:
/// <summary>
/// Initializes a new instance of the <see cref="SDLMouse"/> class.
/// </summary>
explicit SDLMouse()
: Mouse()
{
}
public:
/// <summary>
/// Returns the previous known position of the mouse before entering relative mode.
/// </summary>
Float2 GetOldMousePosition() const
{
ASSERT(_relativeModeWindow != nullptr);
return _relativeModeWindow->ClientToScreen(_oldPosition);
}
// [Mouse]
void SetMousePosition(const Float2& screenPosition) final override
{
#if USE_EDITOR
auto window = Editor::Managed->GetGameWindow();
if (window == nullptr)
window = Engine::MainWindow;
#else
auto window = Engine::MainWindow;
#endif
Float2 position = window->ScreenToClient(screenPosition);
SDL_WarpMouseInWindow(static_cast<SDLWindow*>(window)->_window, position.X, position.Y);
OnMouseMoved(screenPosition);
}
void SetRelativeMode(bool relativeMode, Window* window) final override
{
ASSERT(window != nullptr);
if (relativeMode == _relativeMode)
return;
auto windowHandle = static_cast<SDLWindow*>(window)->_window;
if (relativeMode)
{
_relativeModeWindow = window;
SDL_GetMouseState(&_oldPosition.X, &_oldPosition.Y);
if (!SDL_CursorVisible())
{
// Trap the cursor in current location
SDL_Rect clipRect = { (int)_oldPosition.X, (int)_oldPosition.Y, 1, 1 };
_oldScreenRect = SDL_GetWindowMouseRect(windowHandle);
SDL_SetWindowMouseRect(windowHandle, &clipRect);
}
}
else
{
if (_relativeModeWindow != window)
{
// FIXME: When floating game window is focused and editor viewport activated, the relative mode gets stuck
return;
}
SDL_SetWindowMouseRect(windowHandle, nullptr);//oldScreenRect);
SDL_WarpMouseInWindow(windowHandle, _oldPosition.X, _oldPosition.Y);
_oldScreenRect = nullptr;
_relativeModeWindow = nullptr;
}
Mouse::SetRelativeMode(relativeMode, window);
if (!SDL_SetWindowRelativeMouseMode(windowHandle, relativeMode))
LOG(Error, "Failed to set mouse relative mode: {0}", String(SDL_GetError()));
#if PLATFORM_MAC
// Warping right before entering relative mode seems to generate motion event for relative mode
SDL_PumpEvents();
SDL_FlushEvent(SDL_EVENT_MOUSE_MOTION);
#endif
}
bool IsRelative(Window* window) const override
{
if (window == nullptr)
return _relativeMode;
return _relativeModeWindow == window && _relativeMode;
}
};
/// <summary>
/// Implementation of the gamepad device for SDL platform.
/// </summary>
/// <seealso cref="Gamepad" />
class SDLGamepad : public Gamepad
{
private:
SDL_Gamepad* _gamepad = nullptr;
SDL_JoystickID _instanceId;
public:
/// <summary>
/// Initializes a new instance of the <see cref="SDLGamepad"/> class.
/// </summary>
/// <param name="userIndex">The joystick.</param>
explicit SDLGamepad(SDL_JoystickID instanceId);
/// <summary>
/// Finalizes an instance of the <see cref="SDLGamepad"/> class.
/// </summary>
~SDLGamepad();
private:
SDLGamepad(SDL_Gamepad* gamepad, SDL_JoystickID instanceId);
public:
static SDLGamepad* GetGamepadById(SDL_JoystickID id)
{
SDLGamepad* gamepad = nullptr;
SDLInputImpl::Gamepads.TryGet(id, gamepad);
return gamepad;
}
SDL_JoystickID GetJoystickInstanceId() const
{
return _instanceId;
}
void OnAxisMotion(SDL_GamepadAxis axis, int16 value);
void OnButtonState(SDL_GamepadButton axis, bool pressed);
// [Gamepad]
void SetVibration(const GamepadVibrationState& state) override;
protected:
// [Gamepad]
bool UpdateState() override;
};
void SDLInput::Init()
{
Input::Mouse = SDLInputImpl::Mouse = New<SDLMouse>();
Input::Keyboard = SDLInputImpl::Keyboard = New<SDLKeyboard>();
}
void SDLInput::Update()
{
}
float NormalizeAxisValue(const int16 axisVal)
{
// Normalize [-32768..32767] -> [-1..1]
const float norm = axisVal <= 0 ? 32768.0f : 32767.0f;
return float(axisVal) / norm;
}
bool SDLInput::HandleEvent(SDLWindow* window, SDL_Event& event)
{
switch (event.type)
{
case SDL_EVENT_MOUSE_MOTION:
{
if (Input::Mouse->IsRelative())
{
const Float2 mouseDelta(event.motion.xrel, event.motion.yrel);
Input::Mouse->OnMouseMoveRelative(mouseDelta, window);
}
else
{
const Float2 mousePos = window->ClientToScreen({ event.motion.x, event.motion.y });
Input::Mouse->OnMouseMove(mousePos, window);
}
return true;
}
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
Input::Mouse->OnMouseLeave(window);
return true;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
Float2 mousePos = window->ClientToScreen({ event.button.x, event.button.y });
// In case of activating the window from non-focused state, we might not have received the motion event yet
if (!Input::Mouse->IsRelative() && event.button.down)
Input::Mouse->OnMouseMove(mousePos, window);
MouseButton button = MouseButton::None;
if (event.button.button == SDL_BUTTON_LEFT)
button = MouseButton::Left;
else if (event.button.button == SDL_BUTTON_RIGHT)
button = MouseButton::Right;
else if (event.button.button == SDL_BUTTON_MIDDLE)
button = MouseButton::Middle;
else if (event.button.button == SDL_BUTTON_X1)
button = MouseButton::Extended1;
else if (event.button.button == SDL_BUTTON_X2)
button = MouseButton::Extended2;
if (Input::Mouse->IsRelative())
{
// Use the previous visible mouse position here, the event or global
// mouse position would cause input to trigger in other editor windows.
mousePos = SDLInputImpl::Mouse->GetOldMousePosition();
}
if (!event.button.down)
Input::Mouse->OnMouseUp(mousePos, button, window);
// Prevent sending multiple mouse down event when double-clicking UI elements
else if (event.button.clicks % 2 == 1)
Input::Mouse->OnMouseDown(mousePos, button, window);
else
Input::Mouse->OnMouseDoubleClick(mousePos, button, window);
return true;
}
case SDL_EVENT_MOUSE_WHEEL:
{
Float2 mousePos = window->ClientToScreen({ event.wheel.mouse_x, event.wheel.mouse_y });
const float delta = event.wheel.y;
if (Input::Mouse->IsRelative())
{
// Use the previous visible mouse position here, the event or global
// mouse position would cause input to trigger in other editor windows.
mousePos = SDLInputImpl::Mouse->GetOldMousePosition();
}
Input::Mouse->OnMouseWheel(mousePos, delta, window);
return true;
}
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
// TODO: scancode support
KeyboardKeys key = SDL_TO_FLAX_KEYS_MAP[event.key.scancode];
//event.key.mod
if (!event.key.down)
Input::Keyboard->OnKeyUp(key, window);
else
Input::Keyboard->OnKeyDown(key, window);
return true;
}
case SDL_EVENT_TEXT_EDITING:
{
auto edit = event.edit;
return true;
}
case SDL_EVENT_TEXT_INPUT:
{
String text(event.text.text);
for (int i = 0; i < text.Length(); i++)
{
Input::Keyboard->OnCharInput(text[i], window);
}
return true;
}
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
{
SDLGamepad* gamepad = SDLGamepad::GetGamepadById(event.gaxis.which);
SDL_GamepadAxis axis = (SDL_GamepadAxis)event.gaxis.axis;
gamepad->OnAxisMotion(axis, event.gaxis.value);
break;
}
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
{
SDLGamepad* gamepad = SDLGamepad::GetGamepadById(event.gbutton.which);
SDL_GamepadButton button = (SDL_GamepadButton)event.gbutton.button;
gamepad->OnButtonState(button, event.gbutton.down);
break;
}
case SDL_EVENT_GAMEPAD_ADDED:
{
Input::Gamepads.Add(New<SDLGamepad>(event.gdevice.which));
Input::OnGamepadsChanged();
break;
}
case SDL_EVENT_GAMEPAD_REMOVED:
{
for (int i = 0; i < Input::Gamepads.Count(); i++)
{
SDLGamepad* gamepad = static_cast<SDLGamepad*>(Input::Gamepads[i]);
if (gamepad->GetJoystickInstanceId() == event.gdevice.which)
{
Input::Gamepads[i]->DeleteObject();
Input::Gamepads.RemoveAtKeepOrder(i);
Input::OnGamepadsChanged();
break;
}
}
break;
}
case SDL_EVENT_GAMEPAD_REMAPPED:
{
auto ev = event.gdevice;
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_REMAPPED");
break;
}
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
{
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN");
break;
}
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
{
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION");
break;
}
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
{
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_TOUCHPAD_UP");
break;
}
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
{
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_SENSOR_UPDATE");
break;
}
case SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED:
{
auto ev = event.gdevice;
LOG(Info, "TODO: SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED");
break;
}
}
return false;
}
Guid GetGamepadGuid(SDL_JoystickID instanceId)
{
SDL_GUID joystickGuid = SDL_GetGamepadGUIDForID(instanceId);
Guid guid;
Platform::MemoryCopy(&guid.Raw, joystickGuid.data, sizeof(uint8) * 16);
return guid;
}
SDLGamepad::SDLGamepad(SDL_JoystickID instanceId)
: SDLGamepad(SDL_OpenGamepad(instanceId), instanceId)
{
LOG(Info, "Gamepad connected: {}", String(SDL_GetGamepadName(_gamepad)));
}
SDLGamepad::SDLGamepad(SDL_Gamepad* gamepad, SDL_JoystickID instanceId)
: Gamepad(GetGamepadGuid(instanceId), String(SDL_GetGamepadName(gamepad)))
, _gamepad(gamepad)
, _instanceId(instanceId)
{
SDLInputImpl::Gamepads.Add(_instanceId, this);
}
SDLGamepad::~SDLGamepad()
{
SDL_CloseGamepad(_gamepad);
SDLInputImpl::Gamepads.Remove(_instanceId);
}
void SDLGamepad::SetVibration(const GamepadVibrationState& state)
{
Gamepad::SetVibration(state);
LOG(Info, "TODO: SDLGamepad::SetVibration");
}
bool SDLGamepad::UpdateState()
{
return false;
}
void SDLGamepad::OnAxisMotion(SDL_GamepadAxis sdlAxis, int16 value)
{
GamepadAxis axis;
int16 deadzone = 1; // SDL reports -1 for centered axis?
float valueNormalized = NormalizeAxisValue(value);
switch (sdlAxis)
{
case SDL_GAMEPAD_AXIS_LEFTX:
axis = GamepadAxis::LeftStickX;
deadzone = LEFT_STICK_THRESHOLD;
_state.Buttons[(int32)GamepadButton::LeftStickLeft] = value > LEFT_STICK_THRESHOLD;
_state.Buttons[(int32)GamepadButton::LeftStickRight] = value < -LEFT_STICK_THRESHOLD;
break;
case SDL_GAMEPAD_AXIS_LEFTY:
axis = GamepadAxis::LeftStickY;
deadzone = LEFT_STICK_THRESHOLD;
_state.Buttons[(int32)GamepadButton::LeftStickUp] = value < -LEFT_STICK_THRESHOLD;
_state.Buttons[(int32)GamepadButton::LeftStickDown] = value > LEFT_STICK_THRESHOLD;
valueNormalized = -valueNormalized;
break;
case SDL_GAMEPAD_AXIS_RIGHTX:
deadzone = RIGHT_STICK_THRESHOLD;
axis = GamepadAxis::RightStickX;
_state.Buttons[(int32)GamepadButton::RightStickLeft] = value > RIGHT_STICK_THRESHOLD;
_state.Buttons[(int32)GamepadButton::RightStickRight] = value < -RIGHT_STICK_THRESHOLD;
break;
case SDL_GAMEPAD_AXIS_RIGHTY:
deadzone = RIGHT_STICK_THRESHOLD;
axis = GamepadAxis::RightStickY;
_state.Buttons[(int32)GamepadButton::RightStickUp] = value < -RIGHT_STICK_THRESHOLD;
_state.Buttons[(int32)GamepadButton::RightStickDown] = value > RIGHT_STICK_THRESHOLD;
valueNormalized = -valueNormalized;
break;
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
deadzone = TRIGGER_THRESHOLD;
axis = GamepadAxis::LeftTrigger;
_state.Buttons[(int32)GamepadButton::LeftTrigger] = value > TRIGGER_THRESHOLD;
break;
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
deadzone = TRIGGER_THRESHOLD;
axis = GamepadAxis::RightTrigger;
_state.Buttons[(int32)GamepadButton::RightTrigger] = value > TRIGGER_THRESHOLD;
break;
default:
return;
}
if (value <= deadzone && value >= -deadzone)
valueNormalized = 0.0f;
_state.Axis[(int32)axis] = valueNormalized;
}
void SDLGamepad::OnButtonState(SDL_GamepadButton sdlButton, bool pressed)
{
switch (sdlButton)
{
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_SOUTH:
_state.Buttons[(int32)GamepadButton::A] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_EAST:
_state.Buttons[(int32)GamepadButton::B] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_WEST:
_state.Buttons[(int32)GamepadButton::X] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_NORTH:
_state.Buttons[(int32)GamepadButton::Y] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
_state.Buttons[(int32)GamepadButton::LeftShoulder] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
_state.Buttons[(int32)GamepadButton::RightShoulder] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_BACK:
_state.Buttons[(int32)GamepadButton::Back] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_START:
_state.Buttons[(int32)GamepadButton::Start] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_LEFT_STICK:
_state.Buttons[(int32)GamepadButton::LeftThumb] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_STICK:
_state.Buttons[(int32)GamepadButton::RightThumb] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_UP:
_state.Buttons[(int32)GamepadButton::DPadUp] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_DOWN:
_state.Buttons[(int32)GamepadButton::DPadDown] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_LEFT:
_state.Buttons[(int32)GamepadButton::DPadLeft] = pressed;
break;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
_state.Buttons[(int32)GamepadButton::DPadRight] = pressed;
break;
}
}
#endif

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// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if PLATFORM_SDL
class SDLWindow;
union SDL_Event;
/// <summary>
/// SDL specific implementation of the input system parts.
/// </summary>
class SDLInput
{
public:
static void Init();
static void Update();
static bool HandleEvent(SDLWindow* window, SDL_Event& event);
};
#endif

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// Copyright (c) Wojciech Figat. All rights reserved.
#if PLATFORM_SDL && PLATFORM_MAC
#include "SDLWindow.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Engine/CommandLine.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Engine/Time.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Input/Input.h"
#include "Engine/Input/Mouse.h"
#include "Engine/Platform/IGuiData.h"
#include "Engine/Platform/MessageBox.h"
#include "Engine/Platform/Platform.h"
#include "Engine/Platform/WindowsManager.h"
#include "Engine/Platform/Base/DragDropHelper.h"
#include "Engine/Platform/SDL/SDLClipboard.h"
#include "Engine/Platform/Unix/UnixFile.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Platform/Linux/IncludeX11.h"
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_hints.h>
#include <SDL3/SDL_messagebox.h>
#include <SDL3/SDL_mouse.h>
#include <SDL3/SDL_system.h>
#include <SDL3/SDL_timer.h>
#include <SDL3/SDL_video.h>
bool SDLPlatform::InitInternal()
{
return false;
}
bool SDLPlatform::UsesWindows()
{
return false;
}
bool SDLPlatform::UsesWayland()
{
return false;
}
bool SDLPlatform::UsesX11()
{
return false;
}
void SDLPlatform::PreHandleEvents()
{
}
void SDLPlatform::PostHandleEvents()
{
}
bool SDLWindow::HandleEventInternal(SDL_Event& event)
{
return false;
}
void SDLPlatform::SetHighDpiAwarenessEnabled(bool enable)
{
// TODO: This is now called before Platform::Init, ensure the scaling is changed accordingly during Platform::Init (see ApplePlatform::SetHighDpiAwarenessEnabled)
}
DragDropEffect SDLWindow::DoDragDrop(const StringView& data)
{
return DragDropEffect::None;
}
DragDropEffect SDLWindow::DoDragDrop(const StringView& data, const Float2& offset, Window* dragSourceWindow)
{
Show();
return DragDropEffect::None;
}
#endif

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// Copyright (c) Wojciech Figat. All rights reserved.
#if PLATFORM_SDL && PLATFORM_WINDOWS
#include "SDLPlatform.h"
#include "SDLInput.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Platform/WindowsManager.h"
#include "Engine/Platform/Win32/IncludeWindowsHeaders.h"
#include "Engine/Input/Mouse.h"
#include "Engine/Core/Log.h"
#include "Engine/Engine/Engine.h"
#include <SDL3/SDL_hints.h>
#include <SDL3/SDL_init.h>
#include <SDL3/SDL_system.h>
#include <SDL3/SDL_timer.h>
#if USE_EDITOR
#include <oleidl.h>
#endif
namespace WinImpl
{
Window* DraggedWindow;
Float2 DraggedWindowStartPosition = Float2::Zero;
Float2 DraggedWindowMousePosition = Float2::Zero;
Float2 DraggedWindowSize = Float2::Zero;
}
// The events for releasing the mouse during window dragging are missing, handle the mouse release event here
bool SDLCALL SDLPlatform::EventMessageHook(void* userdata, MSG* msg)
{
if (msg->message == WM_NCLBUTTONDOWN)
{
Window* window = WindowsManager::GetByNativePtr(msg->hwnd);
Float2 mousePosition(static_cast<float>(static_cast<LONG>(WINDOWS_GET_X_LPARAM(msg->lParam))), static_cast<float>(static_cast<LONG>(WINDOWS_GET_Y_LPARAM(msg->lParam))));
WinImpl::DraggedWindow = window;
WinImpl::DraggedWindowStartPosition = window->GetClientPosition();
WinImpl::DraggedWindowMousePosition = mousePosition - WinImpl::DraggedWindowStartPosition;
WinImpl::DraggedWindowSize = window->GetClientSize();
bool result = false;
WindowHitCodes hit = static_cast<WindowHitCodes>(msg->wParam);
window->OnHitTest(mousePosition, hit, result);
//if (result && hit != WindowHitCodes::Caption)
// return false;
if (hit == WindowHitCodes::Caption)
{
SDL_Event event{ 0 };
event.button.type = SDL_EVENT_MOUSE_BUTTON_DOWN;
event.button.down = true;
event.button.timestamp = SDL_GetTicksNS();
event.button.windowID = SDL_GetWindowID(window->GetSDLWindow());
event.button.button = SDL_BUTTON_LEFT;
event.button.clicks = 1;
event.button.x = WinImpl::DraggedWindowMousePosition.X;
event.button.y = WinImpl::DraggedWindowMousePosition.Y;
SDL_PushEvent(&event);
}
}
return true;
}
bool SDLPlatform::InitInternal()
{
// Workaround required for handling window dragging events properly
SDL_SetWindowsMessageHook(&EventMessageHook, nullptr);
if (WindowsPlatform::Init())
return true;
return false;
}
bool SDLPlatform::EventFilterCallback(void* userdata, SDL_Event* event)
{
Window* draggedWindow = *(Window**)userdata;
if (draggedWindow == nullptr)
return true;
// When the window is being dragged on Windows, the internal message loop is blocking
// the SDL event queue. We need to handle all relevant events in this event watch callback
// to ensure dragging related functionality doesn't break due to engine not getting updated.
// This also happens to fix the engine freezing during the dragging operation.
SDLWindow* window = SDLWindow::GetWindowFromEvent(*event);
if (event->type == SDL_EVENT_WINDOW_EXPOSED)
{
// The internal timer is sending exposed events every ~16ms
Engine::OnUpdate(); // For docking updates
Engine::OnDraw();
return false;
}
else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)
{
if (window)
{
bool result = false;
window->OnLeftButtonHit(WindowHitCodes::Caption, result);
//if (result)
// return false;
window->HandleEvent(*event);
}
return false;
}
else if (event->type == SDL_EVENT_WINDOW_MOVED)
{
if (window)
{
window->HandleEvent(*event);
Float2 windowSize = window->GetClientSize();
if (WinImpl::DraggedWindowSize != windowSize)
{
// The window size changed while dragging, most likely due to maximized window restoring back to previous size.
WinImpl::DraggedWindowMousePosition = WinImpl::DraggedWindowStartPosition + WinImpl::DraggedWindowMousePosition - window->GetClientPosition();
WinImpl::DraggedWindowStartPosition = window->GetClientPosition();
WinImpl::DraggedWindowSize = windowSize;
}
Float2 windowPosition = Float2(static_cast<float>(event->window.data1), static_cast<float>(event->window.data2));
Float2 mousePosition = WinImpl::DraggedWindowMousePosition;
// Generate mouse movement events while dragging the window around
SDL_Event mouseMovedEvent{ 0 };
mouseMovedEvent.motion.type = SDL_EVENT_MOUSE_MOTION;
mouseMovedEvent.motion.windowID = SDL_GetWindowID(WinImpl::DraggedWindow->GetSDLWindow());
mouseMovedEvent.motion.timestamp = SDL_GetTicksNS();
mouseMovedEvent.motion.state = SDL_BUTTON_LEFT;
mouseMovedEvent.motion.x = mousePosition.X;
mouseMovedEvent.motion.y = mousePosition.Y;
window->HandleEvent(mouseMovedEvent);
}
return false;
}
if (window)
window->HandleEvent(*event);
return false;
}
void SDLPlatform::PreHandleEvents()
{
SDL_AddEventWatch(EventFilterCallback, &WinImpl::DraggedWindow);
}
void SDLPlatform::PostHandleEvents()
{
SDL_RemoveEventWatch(EventFilterCallback, &WinImpl::DraggedWindow);
// Handle window dragging release here
if (WinImpl::DraggedWindow != nullptr)
{
Float2 mousePosition;
auto buttons = SDL_GetGlobalMouseState(&mousePosition.X, &mousePosition.Y);
// Send simulated mouse up event
SDL_Event buttonUpEvent { 0 };
buttonUpEvent.motion.type = SDL_EVENT_MOUSE_BUTTON_UP;
buttonUpEvent.button.down = false;
buttonUpEvent.motion.windowID = SDL_GetWindowID(WinImpl::DraggedWindow->GetSDLWindow());
buttonUpEvent.motion.timestamp = SDL_GetTicksNS();
buttonUpEvent.motion.state = SDL_BUTTON_LEFT;
buttonUpEvent.button.clicks = 1;
buttonUpEvent.motion.x = mousePosition.X;
buttonUpEvent.motion.y = mousePosition.Y;
WinImpl::DraggedWindow->HandleEvent(buttonUpEvent);
WinImpl::DraggedWindow = nullptr;
}
}
bool SDLWindow::HandleEventInternal(SDL_Event& event)
{
switch (event.type)
{
case SDL_EVENT_WINDOW_DESTROYED:
{
#if USE_EDITOR
// Disable file dropping
if (_settings.AllowDragAndDrop)
{
const auto result = RevokeDragDrop((HWND)_handle);
if (result != S_OK)
LOG(Warning, "Window drag and drop service error: 0x{0:x}:{1}", result, 2);
}
#endif
break;
}
case SDL_EVENT_MOUSE_BUTTON_UP:
{
if (WinImpl::DraggedWindow != nullptr && WinImpl::DraggedWindow->_windowId != event.button.windowID)
{
// Send the button event to dragged window as well
Float2 mousePos = ClientToScreen({ event.button.x, event.button.y });
Float2 clientPos = WinImpl::DraggedWindow->ScreenToClient(mousePos);
SDL_Event event2 = event;
event2.button.windowID = WinImpl::DraggedWindow->_windowId;
event2.button.x = clientPos.X;
event2.button.y = clientPos.Y;
SDLInput::HandleEvent(WinImpl::DraggedWindow, event2);
}
break;
}
default:
break;
}
return false;
}
bool SDLPlatform::UsesWindows()
{
return true;
}
bool SDLPlatform::UsesWayland()
{
return false;
}
bool SDLPlatform::UsesX11()
{
return false;
}
void SDLWindow::Focus()
{
auto activateWhenRaised = SDL_GetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED);
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED, "1");
// Forcing the window to focus causes issues with opening context menus while window is maximized
//auto forceRaiseWindow = SDL_GetHint(SDL_HINT_FORCE_RAISEWINDOW);
//SDL_SetHint(SDL_HINT_FORCE_RAISEWINDOW, "1");
SDL_RaiseWindow(_window);
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED, activateWhenRaised);
//SDL_SetHint(SDL_HINT_FORCE_RAISEWINDOW, forceRaiseWindow);
}
void SDLPlatform::SetHighDpiAwarenessEnabled(bool enable)
{
// Other supported values: "permonitor", "permonitorv2"
SDL_SetHint("SDL_WINDOWS_DPI_AWARENESS", enable ? "system" : "unaware");
}
DragDropEffect SDLWindow::DoDragDrop(const StringView& data, const Float2& offset, Window* dragSourceWindow)
{
Show();
return DragDropEffect::None;
}
#endif

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// Copyright (c) Wojciech Figat. All rights reserved.
#if PLATFORM_SDL
#include "SDLPlatform.h"
#include "SDLWindow.h"
#include "Engine/Core/Log.h"
#include "Engine/Input/Input.h"
#include "Engine/Input/Mouse.h"
#include "Engine/Platform/BatteryInfo.h"
#include "Engine/Platform/WindowsManager.h"
#include "Engine/Platform/SDL/SDLInput.h"
#include "Engine/Engine/Engine.h"
#include <SDL3/SDL_hints.h>
#include <SDL3/SDL_init.h>
#include <SDL3/SDL_misc.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_revision.h>
#include <SDL3/SDL_system.h>
#include <SDL3/SDL_version.h>
#include <SDL3/SDL_locale.h>
#if PLATFORM_LINUX
#include "Engine/Engine/CommandLine.h"
#endif
#define DefaultDPI 96
namespace SDLImpl
{
int32 SystemDpi = 96;
String UserLocale("en");
bool WindowDecorationsSupported = true;
String WaylandDisplayEnv;
String XDGCurrentDesktop;
}
bool SDLPlatform::Init()
{
#if PLATFORM_LINUX
bool waylandSession = false;
if (!GetEnvironmentVariable(String("WAYLAND_DISPLAY"), SDLImpl::WaylandDisplayEnv))
waylandSession = true;
GetEnvironmentVariable(String("XDG_CURRENT_DESKTOP"), SDLImpl::XDGCurrentDesktop);
if (CommandLine::Options.X11.IsTrue())
{
SDL_SetHintWithPriority(SDL_HINT_VIDEO_DRIVER, "x11", SDL_HINT_OVERRIDE);
waylandSession = false;
}
else if (CommandLine::Options.Wayland.IsTrue())
SDL_SetHintWithPriority(SDL_HINT_VIDEO_DRIVER, "wayland", SDL_HINT_OVERRIDE);
else if (waylandSession)
{
// Override the X11 preference when running in Wayland session
SDL_SetHintWithPriority(SDL_HINT_VIDEO_DRIVER, "wayland", SDL_HINT_OVERRIDE);
}
// Workaround for libdecor in Gnome+Wayland causing freezes when interacting with the native decorations
if (waylandSession && SDLImpl::XDGCurrentDesktop.Compare(String("GNOME"), StringSearchCase::IgnoreCase) == 0)
{
SDL_SetHint(SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR, "0");
SDLImpl::WindowDecorationsSupported = false;
}
#endif
#if PLATFORM_LINUX
// The name follows the .desktop entry specification, this is used to get a fallback icon on Wayland:
// https://specifications.freedesktop.org/desktop-entry-spec/latest/file-naming.html
#if USE_EDITOR
SDL_SetHint(SDL_HINT_APP_ID, StringAnsi("com.FlaxEngine.FlaxEditor").Get());
#else
// TODO: This should be read from the platform configuration (needed for desktop icon handling)
SDL_SetHint(SDL_HINT_APP_ID, StringAnsi("com.FlaxEngine.FlaxGame").Get());
#endif
#else
SDL_SetHint(SDL_HINT_APP_ID, StringAnsi(ApplicationClassName).Get());
#endif
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "0");
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED, "0");
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); // Fixes context menu focus issues when clicking unfocused menus
SDL_SetHint(SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE, "0");
SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "0"); // Already handled during platform initialization
SDL_SetHint("SDL_BORDERLESS_RESIZABLE_STYLE", "1"); // Allow borderless windows to be resizable on Windows
//SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "1");
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_WARP_MOTION, "0");
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE, "1"); // Needed for tracking mode
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_CENTER, "0"); // Relative mode can be active when cursor is shown and clipped
SDL_SetHint(SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS, "8"); // Reduce the default mouse double-click radius
//SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1"); // Disables raw mouse input
SDL_SetHint(SDL_HINT_WINDOWS_RAW_KEYBOARD, "1");
SDL_SetHint(SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY, "1");
//if (InitInternal())
// return true;
if (!SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
Platform::Fatal(String::Format(TEXT("Failed to initialize SDL: {0}."), String(SDL_GetError())));
int localesCount = 0;
auto locales = SDL_GetPreferredLocales(&localesCount);
for (int i = 0; i < localesCount; i++)
{
auto language = StringAnsiView(locales[i]->language);
auto country = StringAnsiView(locales[i]->country);
if (language.StartsWith("en"))
{
if (country != nullptr)
SDLImpl::UserLocale = String::Format(TEXT("{0}-{1}"), String(language), String(locales[i]->country));
else
SDLImpl::UserLocale = String(language);
break;
}
}
SDL_free(locales);
if (InitInternal())
return true;
#if !PLATFORM_MAC
if (!UsesWayland())
{
// Disable SDL clipboard support
SDL_SetEventEnabled(SDL_EVENT_CLIPBOARD_UPDATE, false);
// Disable SDL drag and drop support
SDL_SetEventEnabled(SDL_EVENT_DROP_FILE, false);
SDL_SetEventEnabled(SDL_EVENT_DROP_TEXT, false);
SDL_SetEventEnabled(SDL_EVENT_DROP_BEGIN, false);
SDL_SetEventEnabled(SDL_EVENT_DROP_COMPLETE, false);
SDL_SetEventEnabled(SDL_EVENT_DROP_POSITION, false);
}
#endif
SDLInput::Init();
SDLWindow::Init();
SDLImpl::SystemDpi = (int)(SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()) * DefaultDPI);
//SDL_StartTextInput(); // TODO: Call this only when text input is expected (shows virtual keyboard in some cases)
return base::Init();
}
void SDLPlatform::LogInfo()
{
base::LogInfo();
const int32 runtimeVersion = SDL_GetVersion();
LOG(Info, "Using SDL version {}.{}.{} ({}), runtime: {}.{}.{} ({})",
SDL_VERSIONNUM_MAJOR(SDL_VERSION), SDL_VERSIONNUM_MINOR(SDL_VERSION), SDL_VERSIONNUM_MICRO(SDL_VERSION), String(SDL_REVISION),
SDL_VERSIONNUM_MAJOR(runtimeVersion), SDL_VERSIONNUM_MINOR(runtimeVersion), SDL_VERSIONNUM_MICRO(runtimeVersion), String(SDL_GetRevision()));
LOG(Info, "SDL video driver: {}", String(SDL_GetCurrentVideoDriver()));
}
void SDLPlatform::Tick()
{
SDLInput::Update();
PreHandleEvents();
SDL_PumpEvents();
SDL_Event events[32];
int count = SDL_PeepEvents(events, SDL_arraysize(events), SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST);
for (int i = 0; i < count; ++i)
{
SDLWindow* window = SDLWindow::GetWindowFromEvent(events[i]);
if (window)
window->HandleEvent(events[i]);
else if (events[i].type >= SDL_EVENT_JOYSTICK_AXIS_MOTION && events[i].type <= SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED)
SDLInput::HandleEvent(nullptr, events[i]);
else
HandleEvent(events[i]);
}
PostHandleEvents();
}
bool SDLPlatform::HandleEvent(SDL_Event& event)
{
return true;
}
String SDLPlatform::GetDisplayServer()
{
#if PLATFORM_LINUX
String driver(SDL_GetCurrentVideoDriver());
if (driver.Length() > 0)
driver[0] = StringUtils::ToUpper(driver[0]);
return driver;
#else
return String::Empty;
#endif
}
bool SDLPlatform::SupportsNativeDecorations()
{
return SDLImpl::WindowDecorationsSupported;
}
BatteryInfo SDLPlatform::GetBatteryInfo()
{
BatteryInfo info;
int percentage;
SDL_PowerState powerState = SDL_GetPowerInfo(nullptr, &percentage);
if (percentage < 0)
info.BatteryLifePercent = 1.0f;
else
info.BatteryLifePercent = (float)percentage / 100.0f;
switch (powerState)
{
case SDL_POWERSTATE_CHARGING:
info.State = BatteryInfo::States::BatteryCharging;
break;
case SDL_POWERSTATE_ON_BATTERY:
info.State = BatteryInfo::States::BatteryDischarging;
break;
case SDL_POWERSTATE_CHARGED:
info.State = BatteryInfo::States::Connected;
break;
default:
info.State = BatteryInfo::States::Unknown;
}
return info;
}
int32 SDLPlatform::GetDpi()
{
return SDLImpl::SystemDpi;
}
String SDLPlatform::GetUserLocaleName()
{
return SDLImpl::UserLocale;
}
void SDLPlatform::OpenUrl(const StringView& url)
{
StringAnsi urlStr(url);
SDL_OpenURL(urlStr.GetText());
}
#if !PLATFORM_LINUX
bool SDLPlatform::GetHasFocus()
{
return base::GetHasFocus();
}
#endif
Float2 SDLPlatform::GetMousePosition()
{
#if PLATFORM_LINUX
if (UsesWayland())
{
// Wayland doesn't support reporting global mouse position,
// use the last known reported position we got from received window events.
return Input::GetMouseScreenPosition();
}
#endif
Float2 pos;
SDL_GetGlobalMouseState(&pos.X, &pos.Y);
return pos;
}
void SDLPlatform::SetMousePosition(const Float2& pos)
{
SDL_WarpMouseGlobal(pos.X, pos.Y);
}
Float2 SDLPlatform::GetDesktopSize()
{
SDL_Rect rect;
SDL_GetDisplayBounds(SDL_GetPrimaryDisplay(), &rect);
return Float2(static_cast<float>(rect.w), static_cast<float>(rect.h));
}
Rectangle SDLPlatform::GetMonitorBounds(const Float2& screenPos)
{
SDL_Point point{ (int32)screenPos.X, (int32)screenPos.Y };
SDL_DisplayID display = SDL_GetDisplayForPoint(&point);
SDL_Rect rect;
SDL_GetDisplayBounds(display, &rect);
return Rectangle(static_cast<float>(rect.x), static_cast<float>(rect.y), static_cast<float>(rect.w), static_cast<float>(rect.h));
}
Rectangle SDLPlatform::GetVirtualDesktopBounds()
{
int count;
const SDL_DisplayID* displays = SDL_GetDisplays(&count);
if (displays == nullptr)
return Rectangle::Empty;
Rectangle bounds = Rectangle::Empty;
for (int i = 0; i < count; i++)
{
SDL_DisplayID display = displays[i];
SDL_Rect rect;
SDL_GetDisplayBounds(display, &rect);
bounds = Rectangle::Union(bounds, Rectangle(static_cast<float>(rect.x), static_cast<float>(rect.y), static_cast<float>(rect.w), static_cast<float>(rect.h)));
}
SDL_free((void*)displays);
return bounds;
}
Window* SDLPlatform::CreateWindow(const CreateWindowSettings& settings)
{
return New<SDLWindow>(settings);
}
#endif

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// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if PLATFORM_SDL
#include "Engine/Platform/Base/Enums.h"
#if PLATFORM_WINDOWS
#include "Engine/Platform/Windows/WindowsPlatform.h"
typedef struct tagMSG MSG;
#elif PLATFORM_LINUX
#include "Engine/Platform/Linux/LinuxPlatform.h"
union _XEvent;
#elif PLATFORM_MAC
#include "Engine/Platform/Mac/MacPlatform.h"
#else
static_assert(false, "Unsupported Platform");
#endif
class SDLWindow;
union SDL_Event;
/// <summary>
/// The SDL platform implementation and application management utilities.
/// </summary>
class FLAXENGINE_API SDLPlatform
#if PLATFORM_WINDOWS
: public WindowsPlatform
{
using base = WindowsPlatform;
#elif PLATFORM_LINUX
: public LinuxPlatform
{
using base = LinuxPlatform;
#elif PLATFORM_MAC
: public MacPlatform
{
using base = MacPlatform;
#else
{
static_assert(false, "Unsupported Platform");
#endif
friend SDLWindow;
private:
static bool InitInternal();
#if PLATFORM_LINUX
static bool InitX11(void* display);
#endif
static bool HandleEvent(SDL_Event& event);
#if PLATFORM_WINDOWS
static bool EventMessageHook(void* userdata, MSG* msg);
static bool EventFilterCallback(void* userdata, SDL_Event* event);
#elif PLATFORM_LINUX
static bool X11EventHook(void* userdata, _XEvent* xevent);
#elif PLATFORM_MAC
static bool EventFilterCallback(void* userdata, SDL_Event* event);
#endif
static void PreHandleEvents();
static void PostHandleEvents();
public:
#if PLATFORM_LINUX
static void* GetXDisplay();
#endif
static bool UsesWindows();
static bool UsesWayland();
static bool UsesX11();
public:
// [PlatformBase]
static bool Init();
static void LogInfo();
static void Tick();
static String GetDisplayServer();
static bool SupportsNativeDecorations();
static void SetHighDpiAwarenessEnabled(bool enable);
static BatteryInfo GetBatteryInfo();
static int32 GetDpi();
static String GetUserLocaleName();
static void OpenUrl(const StringView& url);
static bool GetHasFocus();
static Float2 GetMousePosition();
static void SetMousePosition(const Float2& pos);
static Float2 GetDesktopSize();
static Rectangle GetMonitorBounds(const Float2& screenPos);
static Rectangle GetVirtualDesktopBounds();
static Window* CreateWindow(const CreateWindowSettings& settings);
};
#endif

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// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#if PLATFORM_SDL
#include "Engine/Platform/Base/WindowBase.h"
struct SDL_Window;
union SDL_Event;
#if PLATFORM_LINUX
class MessageBox;
#endif
/// <summary>
/// Implementation of the window class for SDL platform
/// </summary>
class FLAXENGINE_API SDLWindow : public WindowBase
#if USE_EDITOR && PLATFORM_WINDOWS
, public Windows::IDropTarget
#endif
{
friend SDLPlatform;
friend class SDLMouse;
#if PLATFORM_LINUX
friend LinuxPlatform;
friend MessageBox;
#endif
private:
void* _handle; // Opaque, platform specific window handle
#if USE_EDITOR && PLATFORM_WINDOWS
Windows::ULONG _refCount;
#endif
#if PLATFORM_LINUX
bool _dragOver;
#endif
SDL_Window* _window;
uint32 _windowId;
Rectangle _clipCursorRect;
Rectangle _cachedClientRectangle;
public:
static void Init();
public:
/// <summary>
/// Initializes a new instance of the <see cref="SDLWindow"/> class.
/// </summary>
/// <param name="settings">The initial window settings.</param>
SDLWindow(const CreateWindowSettings& settings);
/// <summary>
/// Finalizes an instance of the <see cref="SDLWindow"/> class.
/// </summary>
~SDLWindow();
private:
static SDLWindow* GetWindowFromEvent(const SDL_Event& event);
static SDLWindow* GetWindowWithSDLWindow(SDL_Window* window);
void HandleEvent(SDL_Event& event);
bool HandleEventInternal(SDL_Event& event);
void CheckForWindowResize();
void UpdateCursor();
public:
SDL_Window* GetSDLWindow() const;
#if PLATFORM_LINUX
void* GetWaylandDisplay() const;
void* GetX11Display() const;
#endif
WindowHitCodes OnWindowHit(const Float2 point);
// [WindowBase]
void* GetNativePtr() const override;
void Show() override;
void Hide() override;
void Minimize() override;
void Maximize() override;
void SetBorderless(bool isBorderless, bool maximized = false) override;
void Restore() override;
bool IsClosed() const override;
bool IsForegroundWindow() const override;
void BringToFront(bool force = false) override;
void SetClientBounds(const Rectangle& clientArea) override;
void SetPosition(const Float2& position) override;
void SetClientPosition(const Float2& position) override;
void SetIsFullscreen(bool isFullscreen) override;
bool IsAlwaysOnTop() const override;
void SetIsAlwaysOnTop(bool isAlwaysOnTop) override;
Float2 GetPosition() const override;
Float2 GetSize() const override;
Float2 GetClientSize() const override;
Float2 ScreenToClient(const Float2& screenPos) const override;
Float2 ClientToScreen(const Float2& clientPos) const override;
void FlashWindow() override;
float GetOpacity() const override;
void SetOpacity(float opacity) override;
void Focus() override;
String GetTitle() const override;
void SetTitle(const StringView& title) override;
DragDropEffect DoDragDrop(const StringView& data) override;
DragDropEffect DoDragDrop(const StringView& data, const Float2& offset, Window* dragSourceWindow) override;
void StartTrackingMouse(bool useMouseScreenOffset) override;
void EndTrackingMouse() override;
void StartClippingCursor(const Rectangle& bounds) override;
void EndClippingCursor() override;
void SetMousePosition(const Float2& position) const override;
void SetCursor(CursorType type) override;
void SetIcon(TextureData& icon) override;
#if USE_EDITOR && PLATFORM_WINDOWS
// [IUnknown]
Windows::HRESULT __stdcall QueryInterface(const Windows::IID& id, void** ppvObject) override;
Windows::ULONG __stdcall AddRef() override;
Windows::ULONG __stdcall Release() override;
// [Windows::IDropTarget]
Windows::HRESULT __stdcall DragEnter(Windows::IDataObject* pDataObj, Windows::DWORD grfKeyState, Windows::POINTL pt, Windows::DWORD* pdwEffect) override;
Windows::HRESULT __stdcall DragOver(Windows::DWORD grfKeyState, Windows::POINTL pt, Windows::DWORD* pdwEffect) override;
Windows::HRESULT __stdcall DragLeave() override;
Windows::HRESULT __stdcall Drop(Windows::IDataObject* pDataObj, Windows::DWORD grfKeyState, Windows::POINTL pt, Windows::DWORD* pdwEffect) override;
#endif
#if PLATFORM_LINUX
DragDropEffect DoDragDropWayland(const StringView& data, Window* dragSourceWindow = nullptr, Float2 dragOffset = Float2::Zero);
DragDropEffect DoDragDropX11(const StringView& data);
#endif
};
#endif

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