Files
FlaxEngine/Source/Engine/Engine/Screen.cpp

264 lines
5.9 KiB
C++

// Copyright (c) 2012-2024 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"
#include "Engine/Input/Input.h"
#include "Engine/Input/Mouse.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Editor/Managed/ManagedEditor.h"
#else
#include "Engine/Engine/Engine.h"
#endif
namespace
{
Nullable<bool> Fullscreen;
Nullable<Float2> Size;
bool CursorVisible = true;
CursorLockMode CursorLock = CursorLockMode::None;
bool LastGameViewportFocus = false;
}
class ScreenService : public EngineService
{
public:
ScreenService()
: EngineService(TEXT("Screen"), 500)
{
}
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
bool focused = false;
if (win && Engine::HasGameViewportFocus())
{
win->SetCursor(value ? CursorType::Default : CursorType::Hidden);
focused = true;
}
else if (win)
win->SetCursor(CursorType::Default);
CursorVisible = value;
// Just enable relative mode when cursor is constrained and not visible
if (CursorLock != CursorLockMode::None && !CursorVisible && focused)
{
Input::Mouse->SetRelativeMode(true);
}
else if (CursorLock == CursorLockMode::None || CursorVisible || !focused)
{
Input::Mouse->SetRelativeMode(false);
}
}
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;
// Just enable relative mode when cursor is constrained and not visible
bool focused = win && Engine::HasGameViewportFocus();
if (CursorLock != CursorLockMode::None && !CursorVisible && focused)
{
Input::Mouse->SetRelativeMode(true);
}
else if (CursorLock == CursorLockMode::None || CursorVisible || !focused)
{
Input::Mouse->SetRelativeMode(false);
}
}
GameWindowMode Screen::GetGameWindowMode()
{
GameWindowMode result = GameWindowMode::Windowed;
#if !USE_EDITOR
auto win = Engine::MainWindow;
if (win)
{
if (GetIsFullscreen() || win->IsFullscreen())
result = GameWindowMode::Fullscreen;
else if (win->GetSettings().HasBorder)
result = GameWindowMode::Windowed;
else if (win->GetClientPosition().IsZero() && win->GetSize() == Platform::GetDesktopSize())
result = GameWindowMode::FullscreenBorderless;
else
result = GameWindowMode::Borderless;
}
#endif
return result;
}
void Screen::SetGameWindowMode(GameWindowMode windowMode)
{
#if !USE_EDITOR
auto win = Engine::MainWindow;
if (!win)
return;
switch (windowMode)
{
case GameWindowMode::Windowed:
if (GetIsFullscreen())
SetIsFullscreen(false);
win->SetBorderless(false, false);
break;
case GameWindowMode::Fullscreen:
SetIsFullscreen(true);
break;
case GameWindowMode::Borderless:
win->SetBorderless(true, false);
break;
case GameWindowMode::FullscreenBorderless:
win->SetBorderless(true, true);
break;
}
#endif
}
Window* Screen::GetMainWindow()
{
return Engine::MainWindow;
}
void ScreenService::Update()
{
#if USE_EDITOR
// Sync current cursor state in Editor (eg. when viewport focus can change)
const auto win = Editor::Managed->GetGameWindow(true);
bool gameViewportFocus = win && Engine::HasGameViewportFocus();
if (gameViewportFocus != LastGameViewportFocus)
Screen::SetCursorVisible(CursorVisible);
LastGameViewportFocus = gameViewportFocus;
#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
}