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+<h1>WindowImpl.cpp</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001
+<a name="l00002"></a>00002 <span class="comment">//</span>
+<a name="l00003"></a>00003 <span class="comment">// SFML - Simple and Fast Multimedia Library</span>
+<a name="l00004"></a>00004 <span class="comment">// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)</span>
+<a name="l00005"></a>00005 <span class="comment">//</span>
+<a name="l00006"></a>00006 <span class="comment">// This software is provided 'as-is', without any express or implied warranty.</span>
+<a name="l00007"></a>00007 <span class="comment">// In no event will the authors be held liable for any damages arising from the use of this software.</span>
+<a name="l00008"></a>00008 <span class="comment">//</span>
+<a name="l00009"></a>00009 <span class="comment">// Permission is granted to anyone to use this software for any purpose,</span>
+<a name="l00010"></a>00010 <span class="comment">// including commercial applications, and to alter it and redistribute it freely,</span>
+<a name="l00011"></a>00011 <span class="comment">// subject to the following restrictions:</span>
+<a name="l00012"></a>00012 <span class="comment">//</span>
+<a name="l00013"></a>00013 <span class="comment">// 1. The origin of this software must not be misrepresented;</span>
+<a name="l00014"></a>00014 <span class="comment">// you must not claim that you wrote the original software.</span>
+<a name="l00015"></a>00015 <span class="comment">// If you use this software in a product, an acknowledgment</span>
+<a name="l00016"></a>00016 <span class="comment">// in the product documentation would be appreciated but is not required.</span>
+<a name="l00017"></a>00017 <span class="comment">//</span>
+<a name="l00018"></a>00018 <span class="comment">// 2. Altered source versions must be plainly marked as such,</span>
+<a name="l00019"></a>00019 <span class="comment">// and must not be misrepresented as being the original software.</span>
+<a name="l00020"></a>00020 <span class="comment">//</span>
+<a name="l00021"></a>00021 <span class="comment">// 3. This notice may not be removed or altered from any source distribution.</span>
+<a name="l00022"></a>00022 <span class="comment">//</span>
+<a name="l00024"></a>00024 <span class="comment"></span>
+<a name="l00026"></a>00026 <span class="comment">// Headers</span>
+<a name="l00028"></a>00028 <span class="comment"></span><span class="preprocessor">#include &lt;SFML/Window/WindowImpl.hpp&gt;</span>
+<a name="l00029"></a>00029 <span class="preprocessor">#include &lt;SFML/Window/Event.hpp&gt;</span>
+<a name="l00030"></a>00030 <span class="preprocessor">#include &lt;SFML/Window/WindowListener.hpp&gt;</span>
+<a name="l00031"></a>00031 <span class="preprocessor">#include &lt;algorithm&gt;</span>
+<a name="l00032"></a>00032 <span class="preprocessor">#include &lt;cmath&gt;</span>
+<a name="l00033"></a>00033
+<a name="l00034"></a>00034 <span class="preprocessor">#if defined(SFML_SYSTEM_WINDOWS)</span>
+<a name="l00035"></a>00035 <span class="preprocessor"></span>
+<a name="l00036"></a>00036 <span class="preprocessor"> #include &lt;SFML/Window/Win32/WindowImplWin32.hpp&gt;</span>
+<a name="l00037"></a>00037 <span class="keyword">typedef</span> sf::priv::WindowImplWin32 WindowImplType;
+<a name="l00038"></a>00038
+<a name="l00039"></a>00039 <span class="preprocessor">#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD)</span>
+<a name="l00040"></a>00040 <span class="preprocessor"></span>
+<a name="l00041"></a>00041 <span class="preprocessor"> #include &lt;SFML/Window/Linux/WindowImplX11.hpp&gt;</span>
+<a name="l00042"></a>00042 <span class="keyword">typedef</span> sf::priv::WindowImplX11 WindowImplType;
+<a name="l00043"></a>00043
+<a name="l00044"></a>00044 <span class="preprocessor">#elif defined(SFML_SYSTEM_MACOS)</span>
+<a name="l00045"></a>00045 <span class="preprocessor"></span>
+<a name="l00046"></a>00046 <span class="preprocessor"> #include &lt;SFML/Window/Cocoa/WindowImplCocoa.hpp&gt;</span>
+<a name="l00047"></a>00047 <span class="keyword">typedef</span> sf::priv::WindowImplCocoa WindowImplType;
+<a name="l00048"></a>00048
+<a name="l00049"></a>00049 <span class="preprocessor">#endif</span>
+<a name="l00050"></a>00050 <span class="preprocessor"></span>
+<a name="l00051"></a>00051
+<a name="l00052"></a>00052 <span class="keyword">namespace </span>sf
+<a name="l00053"></a>00053 {
+<a name="l00054"></a>00054 <span class="keyword">namespace </span>priv
+<a name="l00055"></a>00055 {
+<a name="l00059"></a>00059 WindowImpl* WindowImpl::New()
+<a name="l00060"></a>00060 {
+<a name="l00061"></a>00061 <span class="keywordflow">return</span> <span class="keyword">new</span> WindowImplType();
+<a name="l00062"></a>00062 }
+<a name="l00063"></a>00063
+<a name="l00064"></a>00064
+<a name="l00068"></a>00068 WindowImpl* WindowImpl::New(VideoMode Mode, <span class="keyword">const</span> std::string&amp; Title, <span class="keywordtype">unsigned</span> <span class="keywordtype">long</span> WindowStyle, WindowSettings&amp; Params)
+<a name="l00069"></a>00069 {
+<a name="l00070"></a>00070 <span class="keywordflow">return</span> <span class="keyword">new</span> WindowImplType(Mode, Title, WindowStyle, Params);
+<a name="l00071"></a>00071 }
+<a name="l00072"></a>00072
+<a name="l00073"></a>00073
+<a name="l00077"></a>00077 WindowImpl* WindowImpl::New(WindowHandle Handle, WindowSettings&amp; Params)
+<a name="l00078"></a>00078 {
+<a name="l00079"></a>00079 <span class="keywordflow">return</span> <span class="keyword">new</span> WindowImplType(Handle, Params);
+<a name="l00080"></a>00080 }
+<a name="l00081"></a>00081
+<a name="l00082"></a>00082
+<a name="l00086"></a>00086 WindowImpl::WindowImpl() :
+<a name="l00087"></a>00087 myWidth (0),
+<a name="l00088"></a>00088 myHeight (0),
+<a name="l00089"></a>00089 myJoyThreshold(0.1f)
+<a name="l00090"></a>00090 {
+<a name="l00091"></a>00091 }
+<a name="l00092"></a>00092
+<a name="l00093"></a>00093
+<a name="l00097"></a>00097 WindowImpl::~WindowImpl()
+<a name="l00098"></a>00098 {
+<a name="l00099"></a>00099 <span class="comment">// Nothing to do</span>
+<a name="l00100"></a>00100 }
+<a name="l00101"></a>00101
+<a name="l00102"></a>00102
+<a name="l00106"></a>00106 <span class="keywordtype">void</span> WindowImpl::AddListener(WindowListener* Listener)
+<a name="l00107"></a>00107 {
+<a name="l00108"></a>00108 <span class="keywordflow">if</span> (Listener)
+<a name="l00109"></a>00109 myListeners.insert(Listener);
+<a name="l00110"></a>00110 }
+<a name="l00111"></a>00111
+<a name="l00112"></a>00112
+<a name="l00116"></a>00116 <span class="keywordtype">void</span> WindowImpl::RemoveListener(WindowListener* Listener)
+<a name="l00117"></a>00117 {
+<a name="l00118"></a>00118 myListeners.erase(Listener);
+<a name="l00119"></a>00119 }
+<a name="l00120"></a>00120
+<a name="l00121"></a>00121
+<a name="l00125"></a>00125 <span class="keywordtype">void</span> WindowImpl::Initialize()
+<a name="l00126"></a>00126 {
+<a name="l00127"></a>00127 <span class="comment">// Initialize the joysticks</span>
+<a name="l00128"></a>00128 <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; JoysticksCount; ++i)
+<a name="l00129"></a>00129 {
+<a name="l00130"></a>00130 myJoysticks[i].Initialize(i);
+<a name="l00131"></a>00131 myJoyStates[i] = myJoysticks[i].UpdateState();
+<a name="l00132"></a>00132 }
+<a name="l00133"></a>00133 }
+<a name="l00134"></a>00134
+<a name="l00135"></a>00135
+<a name="l00139"></a>00139 <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> WindowImpl::GetWidth()<span class="keyword"> const</span>
+<a name="l00140"></a>00140 <span class="keyword"></span>{
+<a name="l00141"></a>00141 <span class="keywordflow">return</span> myWidth;
+<a name="l00142"></a>00142 }
+<a name="l00143"></a>00143
+<a name="l00144"></a>00144
+<a name="l00148"></a>00148 <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> WindowImpl::GetHeight()<span class="keyword"> const</span>
+<a name="l00149"></a>00149 <span class="keyword"></span>{
+<a name="l00150"></a>00150 <span class="keywordflow">return</span> myHeight;
+<a name="l00151"></a>00151 }
+<a name="l00152"></a>00152
+<a name="l00153"></a>00153
+<a name="l00158"></a>00158 <span class="keywordtype">void</span> WindowImpl::SetJoystickThreshold(<span class="keywordtype">float</span> Threshold)
+<a name="l00159"></a>00159 {
+<a name="l00160"></a>00160 myJoyThreshold = Threshold;
+<a name="l00161"></a>00161 }
+<a name="l00162"></a>00162
+<a name="l00163"></a>00163
+<a name="l00167"></a>00167 <span class="keywordtype">void</span> WindowImpl::DoEvents()
+<a name="l00168"></a>00168 {
+<a name="l00169"></a>00169 <span class="comment">// Read the joysticks state and generate the appropriate events</span>
+<a name="l00170"></a>00170 ProcessJoystickEvents();
+<a name="l00171"></a>00171
+<a name="l00172"></a>00172 <span class="comment">// Let the derived class process other events</span>
+<a name="l00173"></a>00173 ProcessEvents();
+<a name="l00174"></a>00174 }
+<a name="l00175"></a>00175
+<a name="l00176"></a>00176
+<a name="l00180"></a>00180 <span class="keywordtype">bool</span> WindowImpl::IsContextActive()
+<a name="l00181"></a>00181 {
+<a name="l00182"></a>00182 <span class="keywordflow">return</span> WindowImplType::IsContextActive();
+<a name="l00183"></a>00183 }
+<a name="l00184"></a>00184
+<a name="l00185"></a>00185
+<a name="l00189"></a>00189 <span class="keywordtype">void</span> WindowImpl::SendEvent(<span class="keyword">const</span> Event&amp; EventToSend)
+<a name="l00190"></a>00190 {
+<a name="l00191"></a>00191 <span class="keywordflow">for</span> (std::set&lt;WindowListener*&gt;::iterator i = myListeners.begin(); i != myListeners.end(); ++i)
+<a name="l00192"></a>00192 {
+<a name="l00193"></a>00193 (*i)-&gt;OnEvent(EventToSend);
+<a name="l00194"></a>00194 }
+<a name="l00195"></a>00195 }
+<a name="l00196"></a>00196
+<a name="l00197"></a>00197
+<a name="l00203"></a>00203 <span class="keywordtype">int</span> WindowImpl::EvaluateConfig(<span class="keyword">const</span> VideoMode&amp; Mode, <span class="keyword">const</span> WindowSettings&amp; Settings, <span class="keywordtype">int</span> ColorBits, <span class="keywordtype">int</span> DepthBits, <span class="keywordtype">int</span> StencilBits, <span class="keywordtype">int</span> Antialiasing)
+<a name="l00204"></a>00204 {
+<a name="l00205"></a>00205 <span class="keywordflow">return</span> abs(static_cast&lt;int&gt;(Mode.BitsPerPixel - ColorBits)) +
+<a name="l00206"></a>00206 abs(static_cast&lt;int&gt;(Settings.DepthBits - DepthBits)) +
+<a name="l00207"></a>00207 abs(static_cast&lt;int&gt;(Settings.StencilBits - StencilBits)) +
+<a name="l00208"></a>00208 abs(static_cast&lt;int&gt;(Settings.AntialiasingLevel - Antialiasing));
+<a name="l00209"></a>00209 }
+<a name="l00210"></a>00210
+<a name="l00211"></a>00211
+<a name="l00215"></a>00215 <span class="keywordtype">void</span> WindowImpl::ProcessJoystickEvents()
+<a name="l00216"></a>00216 {
+<a name="l00217"></a>00217 <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; JoysticksCount; ++i)
+<a name="l00218"></a>00218 {
+<a name="l00219"></a>00219 <span class="comment">// Copy the previous state of the joystick and get the new one</span>
+<a name="l00220"></a>00220 JoystickState PreviousState = myJoyStates[i];
+<a name="l00221"></a>00221 myJoyStates[i] = myJoysticks[i].UpdateState();
+<a name="l00222"></a>00222
+<a name="l00223"></a>00223 <span class="comment">// Axis</span>
+<a name="l00224"></a>00224 <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; myJoysticks[i].GetAxesCount(); ++j)
+<a name="l00225"></a>00225 {
+<a name="l00226"></a>00226 <span class="keywordtype">float</span> PrevPos = PreviousState.Axis[j];
+<a name="l00227"></a>00227 <span class="keywordtype">float</span> CurrPos = myJoyStates[i].Axis[j];
+<a name="l00228"></a>00228 <span class="keywordflow">if</span> (fabs(CurrPos - PrevPos) &gt;= myJoyThreshold)
+<a name="l00229"></a>00229 {
+<a name="l00230"></a>00230 Event Event;
+<a name="l00231"></a>00231 Event.Type = Event::JoyMoved;
+<a name="l00232"></a>00232 Event.JoyMove.JoystickId = i;
+<a name="l00233"></a>00233 Event.JoyMove.Axis = <span class="keyword">static_cast&lt;</span>Joy::Axis<span class="keyword">&gt;</span>(j);
+<a name="l00234"></a>00234 Event.JoyMove.Position = CurrPos;
+<a name="l00235"></a>00235 SendEvent(Event);
+<a name="l00236"></a>00236 }
+<a name="l00237"></a>00237 }
+<a name="l00238"></a>00238
+<a name="l00239"></a>00239 <span class="comment">// Buttons</span>
+<a name="l00240"></a>00240 <span class="keywordflow">for</span> (<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; myJoysticks[i].GetButtonsCount(); ++j)
+<a name="l00241"></a>00241 {
+<a name="l00242"></a>00242 <span class="keywordtype">bool</span> PrevPressed = PreviousState.Buttons[j];
+<a name="l00243"></a>00243 <span class="keywordtype">bool</span> CurrPressed = myJoyStates[i].Buttons[j];
+<a name="l00244"></a>00244
+<a name="l00245"></a>00245 <span class="keywordflow">if</span> ((!PrevPressed &amp;&amp; CurrPressed) || (PrevPressed &amp;&amp; !CurrPressed))
+<a name="l00246"></a>00246 {
+<a name="l00247"></a>00247 Event Event;
+<a name="l00248"></a>00248 Event.Type = CurrPressed ? Event::JoyButtonPressed : Event::JoyButtonReleased;
+<a name="l00249"></a>00249 Event.JoyButton.JoystickId = i;
+<a name="l00250"></a>00250 Event.JoyButton.Button = j;
+<a name="l00251"></a>00251 SendEvent(Event);
+<a name="l00252"></a>00252 }
+<a name="l00253"></a>00253 }
+<a name="l00254"></a>00254 }
+<a name="l00255"></a>00255 }
+<a name="l00256"></a>00256
+<a name="l00257"></a>00257
+<a name="l00258"></a>00258 } <span class="comment">// namespace priv</span>
+<a name="l00259"></a>00259
+<a name="l00260"></a>00260 } <span class="comment">// namespace sf</span>
+</pre></div></div>
+
+ <p id="footer">
+ &nbsp;::&nbsp; Copyright &copy; 2007-2008 Laurent Gomila, all rights reserved &nbsp;::&nbsp;
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