Coverage Report

Created: 2025-08-28 06:22

/src/ogre/OgreMain/include/OgreRenderWindow.h
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/*-------------------------------------------------------------------------
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This source file is a part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE
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-------------------------------------------------------------------------*/
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#ifndef __RenderWindow_H__
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#define __RenderWindow_H__
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#include "OgrePrerequisites.h"
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#include "OgreRenderTarget.h"
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namespace Ogre
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{
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup RenderSystem
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    *  @{
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    */
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    /** Manages the target rendering window.
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        This class handles a window into which the contents
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        of a scene are rendered. There is a many-to-1 relationship
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        between instances of this class an instance of RenderSystem
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        which controls the rendering of the scene. There may be
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        more than one window in the case of level editor tools etc.
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        This class is abstract since there may be
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        different implementations for different windowing systems.
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        Instances are created and communicated with by the render system
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        although client programs can get a reference to it from
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        the render system if required for resizing or moving.
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        Note that you can have multiple viewpoints
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        in the window for effects like rear-view mirrors and
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        picture-in-picture views (see Viewport and Camera).
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        @author
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            Steven Streeting
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    */
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    class _OgreExport RenderWindow : public RenderTarget
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    {
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    public:
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        /** Default constructor.
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        */
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        RenderWindow();
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        /** Many windowing systems that support HiDPI displays use special points to specify
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            size of the windows and controls, so that windows and controls with hardcoded
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            sizes does not become too small on HiDPI displays. Such points have constant density
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            ~ 100 points per inch (probably 96 on Windows and 72 on Mac), that is independent
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            of pixel density of real display, and are used through the all windowing system.
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            Sometimes, such view points are chosen bigger for output devices that are viewed
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            from larger distances, like 30" TV comparing to 30" monitor, therefore maintaining
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            constant points angular density rather than constant linear density.
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            In any case, all such windowing system provides the way to convert such view points
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            to pixels, be it DisplayProperties::LogicalDpi on WinRT or backingScaleFactor on MacOSX.
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            We use pixels consistently through the Ogre, but window/view management functions
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            takes view points for convenience, as does the rest of windowing system. Such parameters
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            are named using xxxxPt pattern, and should not be mixed with pixels without being
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            converted using getViewPointToPixelScale() function.
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            Sometimes such scale factor can change on-the-fly, for example if window is dragged
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            to monitor with different DPI. In such situation, window size in view points is usually
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            preserved by windowing system, and Ogre should adjust pixel size of RenderWindow.
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        */
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        virtual float getViewPointToPixelScale() { return 1.0f; }
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        /** Creates & displays the new window.
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            @param name the internal window name. Not necessarily the title.
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            @param
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                widthPt The width of the window in view points.
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            @param
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                heightPt The height of the window in view points.
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            @param
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                fullScreen If true, the window fills the screen,
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                with no title bar or border.
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            @param
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                miscParams A variable number of pointers to platform-specific arguments. The
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                actual requirements must be defined by the implementing subclasses.
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        */
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        virtual void create(const String& name, unsigned int widthPt, unsigned int heightPt,
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                bool fullScreen, const NameValuePairList *miscParams) = 0;
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        /** Alter fullscreen mode options. 
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        Nothing will happen unless the settings here are different from the
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            current settings.
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        @note Only implemented by few RenderSystems. Prefer native windowing API.
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        @param fullScreen Whether to use fullscreen mode or not. 
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        @param widthPt The new width to use
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        @param heightPt The new height to use
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        */
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        virtual void setFullscreen(bool fullScreen, unsigned int widthPt, unsigned int heightPt)
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                { (void)fullScreen; (void)widthPt; (void)heightPt; }
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        /** Destroys the window.
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        */
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        virtual void destroy(void) = 0;
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        /** Alter the size of the window.
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        */
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        virtual void resize(unsigned int widthPt, unsigned int heightPt);
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        /** Query the current size and position from an external window handle.
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            @note most of the time you already know the size and should call @ref resize instead.
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        */
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        virtual void windowMovedOrResized() {}
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        /** Reposition the window.
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        @note Only implemented by few RenderSystems. Prefer native windowing API.
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        */
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        virtual void reposition(int leftPt, int topPt) {}
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        /** Indicates whether the window is visible (not minimized or obscured)
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        */
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        virtual bool isVisible(void) const { return true; }
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        /** Set the visibility state
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        */
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        virtual void setVisible(bool visible)
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        { (void)visible; }
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        /** Indicates whether the window was set to hidden (not displayed)
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        */
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        virtual bool isHidden(void) const { return false; }
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        /** Hide (or show) the window. If called with hidden=true, this
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            will make the window completely invisible to the user.
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            Setting a window to hidden is useful to create a dummy primary
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            RenderWindow hidden from the user so that you can create and
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            recreate your actual RenderWindows without having to recreate
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            all your resources.
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        */
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        virtual void setHidden(bool hidden)
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        { (void)hidden; }
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        /** Enable or disable vertical sync for the RenderWindow.
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        */
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        virtual void setVSyncEnabled(bool vsync)
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        { (void)vsync; }
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        /** Indicates whether vertical sync is activated for the window.
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        */
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        virtual bool isVSyncEnabled() const { return false; }
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        /** Set the vertical sync interval. This indicates the number of vertical retraces to wait for
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            before swapping buffers. A value of 1 is the default.
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        */
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        virtual void setVSyncInterval(unsigned int interval)
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        { (void)interval; }
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        /** Returns the vertical sync interval. 
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        */
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        unsigned int getVSyncInterval() const { return mVSyncInterval; }
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        /** Overridden from RenderTarget, flags invisible windows as inactive
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        */
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        bool isActive(void) const override { return mActive && isVisible(); }
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        /** Indicates whether the window has been closed by the user.
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        */
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        virtual bool isClosed(void) const { return mClosed; }
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        /** Indicates whether the window is the primary window. The
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            primary window is special in that it is destroyed when 
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            ogre is shut down, and cannot be destroyed directly.
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            This is the case because it holds the context for vertex,
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            index buffers and textures.
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        */
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        bool isPrimary(void) const override;
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        /** Returns true if window is running in fullscreen mode.
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        */
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        virtual bool isFullScreen(void) const;
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        /** Overloaded version of getMetrics from RenderTarget, including extra details
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            specific to windowing systems. Result is in pixels.
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        */
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        void getMetrics(unsigned int& width, unsigned int& height, int& left, int& top) const;
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        /// Override since windows don't usually have alpha
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        PixelFormat suggestPixelFormat() const override { return PF_BYTE_RGB; }
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        /** Returns true if the window will automatically de-activate itself when it loses focus.
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        */
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        bool isDeactivatedOnFocusChange() const;
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        /** Indicates whether the window will automatically deactivate itself when it loses focus.
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          * @param deactivate a value of 'true' will cause the window to deactivate itself when it loses focus.  'false' will allow it to continue to render even when window focus is lost.
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          * @note 'true' is the default behavior.
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          */
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        void setDeactivateOnFocusChange(bool deactivate);
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#if OGRE_PLATFORM == OGRE_PLATFORM_ANDROID || OGRE_PLATFORM == OGRE_PLATFORM_EMSCRIPTEN
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        virtual void _notifySurfaceDestroyed() = 0;
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        virtual void _notifySurfaceCreated(void* nativeWindow, void* config = NULL) = 0;
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#endif
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    protected:
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        bool mIsFullScreen;
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        bool mIsPrimary;
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        bool mAutoDeactivatedOnFocusChange;
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        bool mClosed;
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        int mLeft;
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        int mTop;
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        unsigned int mVSyncInterval;
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        /** Indicates that this is the primary window. Only to be called by
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            Ogre::Root
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        */
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        void _setPrimary() { mIsPrimary = true; }
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        friend class Root;
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    };
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    /** @} */
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    /** @} */
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} // Namespace
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#endif