Files
FlaxEngine/Source/Engine/Engine/Screen.cpp
2023-01-10 15:29:37 +01:00

178 lines
3.4 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "Screen.h"
#include "Engine.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Types/Nullable.h"
#include "Engine/Platform/Window.h"
#include "Engine/Engine/EngineService.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Editor/Managed/ManagedEditor.h"
#else
#include "Engine/Engine/Engine.h"
#endif
Nullable<bool> Fullscreen;
Nullable<Float2> Size;
bool CursorVisible = true;
CursorLockMode CursorLock = CursorLockMode::None;
class ScreenService : public EngineService
{
public:
ScreenService()
: EngineService(TEXT("Screen"), 120)
{
}
void Update() override;
void Draw() override;
};
ScreenService ScreenServiceInstance;
bool Screen::GetIsFullscreen()
{
#if USE_EDITOR
return false;
#else
auto win = Engine::MainWindow;
return win ? win->IsFullscreen() : false;
#endif
}
void Screen::SetIsFullscreen(bool value)
{
Fullscreen = value;
}
Float2 Screen::GetSize()
{
#if USE_EDITOR
return Editor::Managed->GetGameWindowSize();
#else
auto win = Engine::MainWindow;
return win ? win->GetClientSize() : Float2::Zero;
#endif
}
void Screen::SetSize(const Float2& value)
{
if (value.X <= 0 || value.Y <= 0)
{
LOG(Error, "Invalid Screen size to set.");
return;
}
Size = value;
}
Float2 Screen::ScreenToGameViewport(const Float2& screenPos)
{
#if USE_EDITOR
return Editor::Managed->ScreenToGameViewport(screenPos);
#else
auto win = Engine::MainWindow;
return win ? win->ScreenToClient(screenPos) : Float2::Minimum;
#endif
}
Float2 Screen::GameViewportToScreen(const Float2& viewportPos)
{
#if USE_EDITOR
return Editor::Managed->GameViewportToScreen(viewportPos);
#else
auto win = Engine::MainWindow;
return win ? win->ClientToScreen(viewportPos) : Float2::Minimum;
#endif
}
bool Screen::GetCursorVisible()
{
return CursorVisible;
}
void Screen::SetCursorVisible(const bool value)
{
#if USE_EDITOR
const auto win = Editor::Managed->GetGameWindow(true);
#else
const auto win = Engine::MainWindow;
#endif
if (win && Engine::HasGameViewportFocus())
{
win->SetCursor(value ? CursorType::Default : CursorType::Hidden);
}
CursorVisible = value;
}
CursorLockMode Screen::GetCursorLock()
{
return CursorLock;
}
void Screen::SetCursorLock(CursorLockMode mode)
{
#if USE_EDITOR
const auto win = Editor::Managed->GetGameWindow(true);
#else
const auto win = Engine::MainWindow;
#endif
if (win && mode == CursorLockMode::Clipped)
{
#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();
}
CursorLock = mode;
}
void ScreenService::Update()
{
#if USE_EDITOR
// Sync current cursor state in Editor (eg. when viewport focus can change)
Screen::SetCursorVisible(CursorVisible);
#endif
}
void ScreenService::Draw()
{
#if USE_EDITOR
// Not supported
#else
if (Fullscreen.HasValue())
{
auto win = Engine::MainWindow;
if (win)
{
win->SetIsFullscreen(Fullscreen.GetValue());
}
Fullscreen.Reset();
}
if (Size.HasValue())
{
auto win = Engine::MainWindow;
if (win)
{
win->SetClientSize(Size.GetValue());
}
Size.Reset();
}
#endif
}