open_toontown_panda3d/panda/src/display/graphicsWindow.cxx

1099 lines
39 KiB
C++

// Filename: graphicsWindow.cxx
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "graphicsWindow.h"
#include "graphicsPipe.h"
#include "config_display.h"
#include "mouseButton.h"
#include "keyboardButton.h"
#include "mutexHolder.h"
#include "hardwareChannel.h"
#include "throw_event.h"
#include "pmap.h"
TypeHandle GraphicsWindow::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::Constructor
// Access: Protected
// Description: Normally, the GraphicsWindow constructor is not
// called directly; these are created instead via the
// GraphicsEngine::make_window() function.
////////////////////////////////////////////////////////////////////
GraphicsWindow::
GraphicsWindow(GraphicsPipe *pipe, GraphicsStateGuardian *gsg) {
#ifdef DO_MEMORY_USAGE
MemoryUsage::update_type(this, this);
#endif
_pipe = pipe;
_gsg = gsg;
if (display_cat.is_debug()) {
display_cat.debug()
<< "Creating new window using GSG " << (void *)gsg << "\n";
}
// Some default properties for windows unless specified otherwise.
// Other properties (size, title, etc.) must be explicitly
// specified.
_properties.set_open(false);
_properties.set_undecorated(false);
_properties.set_fullscreen(false);
_properties.set_minimized(false);
_properties.set_cursor_hidden(false);
_display_regions_stale = false;
_window_event = "window-event";
// By default, windows are set up to clear color and depth.
set_clear_color_active(true);
set_clear_depth_active(true);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::Copy Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
GraphicsWindow::
GraphicsWindow(const GraphicsWindow &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::Copy Assignment Operator
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
operator = (const GraphicsWindow &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::Destructor
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
GraphicsWindow::
~GraphicsWindow() {
// The window should be closed by the time we destruct.
nassertv(!_properties.get_open());
// And we shouldn't have a GraphicsPipe pointer anymore.
nassertv(_pipe == (GraphicsPipe *)NULL);
// We don't have to destruct our child channels explicitly, since
// they are all reference-counted and will go away when their
// pointers do. However, we do need to zero out their pointers to
// us.
Channels::iterator ci;
for (ci = _channels.begin(); ci != _channels.end(); ++ci) {
(*ci)->_window = NULL;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_properties
// Access: Published
// Description: Returns the current properties of the window.
////////////////////////////////////////////////////////////////////
WindowProperties GraphicsWindow::
get_properties() const {
WindowProperties result;
{
MutexHolder holder(_lock);
result = _properties;
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_requested_properties
// Access: Published
// Description: Returns the properties of the window that are
// currently requested. These properties will be
// applied to the window (if valid) at the next
// execution of process_events().
////////////////////////////////////////////////////////////////////
WindowProperties GraphicsWindow::
get_requested_properties() const {
WindowProperties result;
{
MutexHolder holder(_lock);
result = _requested_properties;
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::clear_rejected_properties
// Access: Published
// Description: Empties the set of failed properties that will be
// returned by get_rejected_properties().
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
clear_rejected_properties() {
MutexHolder holder(_lock);
_rejected_properties.clear();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_rejected_properties
// Access: Published
// Description: Returns the set of properties that have recently been
// requested, but could not be applied to the window for
// some reason. This set of properties will remain
// unchanged until they are changed by a new failed
// request, or clear_rejected_properties() is called.
////////////////////////////////////////////////////////////////////
WindowProperties GraphicsWindow::
get_rejected_properties() const {
WindowProperties result;
{
MutexHolder holder(_lock);
result = _rejected_properties;
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::request_properties
// Access: Published
// Description: Requests a property change on the window. For
// example, use this method to request a window change
// size or minimize or something.
//
// The change is not made immediately; rather, the
// request is saved and will be applied the next time
// the window task is run (probably at the next frame).
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
request_properties(const WindowProperties &requested_properties) {
MutexHolder holder(_lock);
_requested_properties.add_properties(requested_properties);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::set_window_event
// Access: Published
// Description: Changes the name of the event that is generated when
// this window is modified externally, e.g. to be
// resized or closed by the user.
//
// By default, all windows have the same window event
// unless they are explicitly changed. When the event
// is generated, it includes one parameter: the window
// itself.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
set_window_event(const string &window_event) {
MutexHolder holder(_lock);
_window_event = window_event;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_window_event
// Access: Published
// Description: Returns the name of the event that is generated when
// this window is modified externally, e.g. to be
// resized or closed by the user. See set_window_event().
////////////////////////////////////////////////////////////////////
string GraphicsWindow::
get_window_event() const {
string result;
MutexHolder holder(_lock);
result = _window_event;
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_channel
// Access: Public
// Description: Returns a GraphicsChannel pointer that can be used to
// access the indicated channel number. All windows
// have at least one channel, channel 0, which
// corresponds to the entire window. If the hardware
// supports it, some kinds of windows may also have a
// number of hardware channels available at indices
// 1..n, which will correspond to a subregion of the
// window.
//
// This function returns a GraphicsChannel pointer if a
// channel is available, or NULL if it is not. If
// called twice with the same index number, it will
// return the same pointer.
////////////////////////////////////////////////////////////////////
GraphicsChannel *GraphicsWindow::
get_channel(int index) {
MutexHolder holder(_lock);
nassertr(index >= 0, NULL);
if (index < (int)_channels.size()) {
if (_channels[index] != (GraphicsChannel *)NULL) {
return _channels[index];
}
}
// This channel has never been requested before; define it.
PT(GraphicsChannel) chan;
if (index == 0) {
// Channel 0 is the default channel: the entire screen.
chan = new GraphicsChannel(this);
} else {
// Any other channel is some hardware-specific channel.
GraphicsPipe *pipe = _pipe;
if (pipe != (GraphicsPipe *)NULL) {
chan = _pipe->get_hw_channel(this, index);
if (chan == (GraphicsChannel *)NULL) {
display_cat.error()
<< "GraphicsWindow::get_channel() - got a NULL channel" << endl;
} else {
if (chan->get_window() != this) {
chan = NULL;
}
}
}
}
if (chan != (GraphicsChannel *)NULL) {
declare_channel(index, chan);
}
return chan;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::remove_channel
// Access: Public
// Description: Deletes a GraphicsChannel that was previously created
// via a call to get_channel(). Note that the channel
// is not actually deleted until all pointers to it are
// cleared.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
remove_channel(int index) {
MutexHolder holder(_lock);
if (index >= 0 && index < (int)_channels.size()) {
_channels[index].clear();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_max_channel_index
// Access: Public
// Description: Returns the largest channel index number yet created,
// plus 1. All channels associated with this window
// will have an index number in the range [0,
// get_max_channel_index()). This function, in
// conjunction with is_channel_defined(), below, may be
// used to determine the complete set of channels
// associated with the window.
////////////////////////////////////////////////////////////////////
int GraphicsWindow::
get_max_channel_index() const {
int result;
{
MutexHolder holder(_lock);
result = _channels.size();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::is_channel_defined
// Access: Public
// Description: Returns true if the channel with the given index
// number has already been defined, false if it hasn't.
// If this returns true, calling get_channel() on the
// given index number will return the channel pointer.
// If it returns false, calling get_channel() will
// create and return a new channel pointer.
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
is_channel_defined(int index) const {
bool result;
{
MutexHolder holder(_lock);
if (index < 0 || index >= (int)_channels.size()) {
result = false;
} else {
result = (_channels[index] != (GraphicsChannel *)NULL);
}
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_num_display_regions
// Access: Published
// Description: Returns the number of active DisplayRegions that have
// been created within the various layers and channels
// of the window.
////////////////////////////////////////////////////////////////////
int GraphicsWindow::
get_num_display_regions() const {
determine_display_regions();
int result;
{
MutexHolder holder(_lock);
result = _display_regions.size();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_display_region
// Access: Published
// Description: Returns the nth active DisplayRegion of those that
// have been created within the various layers and
// channels of the window. This may return NULL if n is
// out of bounds; particularly likely if the number of
// display regions has changed since the last call to
// get_num_display_regions().
////////////////////////////////////////////////////////////////////
DisplayRegion *GraphicsWindow::
get_display_region(int n) const {
determine_display_regions();
DisplayRegion *result;
{
MutexHolder holder(_lock);
if (n >= 0 && n < (int)_display_regions.size()) {
result = _display_regions[n];
} else {
result = NULL;
}
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::take_screenshot
// Access: Published
// Description: Saves a screenshot of the window to a default
// filename, and returns the filename, or empty string
// if the screenshot failed. The default filename is
// generated from the supplied prefix and from the
// Configrc variable screenshot-filename, which contains
// the following strings:
//
// %~p - the supplied prefix
// %~f - the frame count
// %~e - the value of screenshot-extension
// All other % strings in strftime().
////////////////////////////////////////////////////////////////////
Filename GraphicsWindow::
take_screenshot(const string &prefix) {
time_t now = time(NULL);
struct tm *ttm = localtime(&now);
int frame_count = ClockObject::get_global_clock()->get_frame_count();
static const int buffer_size = 1024;
char buffer[buffer_size];
ostringstream filename_strm;
size_t i = 0;
while (i < screenshot_filename.length()) {
char ch1 = screenshot_filename[i++];
if (ch1 == '%' && i < screenshot_filename.length()) {
char ch2 = screenshot_filename[i++];
if (ch2 == '~' && i < screenshot_filename.length()) {
char ch3 = screenshot_filename[i++];
switch (ch3) {
case 'p':
filename_strm << prefix;
break;
case 'f':
filename_strm << frame_count;
break;
case 'e':
filename_strm << screenshot_extension;
break;
}
} else {
// Use strftime() to decode the percent code.
char format[3] = {'%', ch2, '\0'};
if (strftime(buffer, buffer_size, format, ttm)) {
for (char *b = buffer; *b != '\0'; b++) {
switch (*b) {
case ' ':
case ':':
case '/':
filename_strm << '-';
break;
case '\n':
break;
default:
filename_strm << *b;
}
}
}
}
} else {
filename_strm << ch1;
}
}
Filename filename = filename_strm.str();
if (take_screenshot(filename)) {
return filename;
}
return Filename();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::take_screenshot
// Access: Published
// Description: Saves a screenshot of the window to the indicated
// filename. Returns true on success, false on failure.
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
take_screenshot(const Filename &filename) {
if (_gsg == (GraphicsStateGuardian *)NULL) {
return false;
}
WindowProperties props = get_properties();
if (!props.has_size()) {
return false;
}
int x_size = props.get_x_size();
int y_size = props.get_y_size();
PixelBuffer p(x_size, y_size, 3, 1, PixelBuffer::T_unsigned_byte,
PixelBuffer::F_rgb);
DisplayRegion dr(x_size, y_size);
RenderBuffer rb = _gsg->get_render_buffer(RenderBuffer::T_front);
if (!p.copy(_gsg, &dr, rb)) {
return false;
}
if (!p.write(filename)) {
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_num_input_devices
// Access: Published
// Description: Returns the number of separate input devices
// associated with the window. Typically, a window will
// have exactly one input device: the keyboard/mouse
// pair. However, some windows may have no input
// devices, and others may add additional devices, for
// instance for a joystick.
////////////////////////////////////////////////////////////////////
int GraphicsWindow::
get_num_input_devices() const {
int result;
{
MutexHolder holder(_input_lock);
result = _input_devices.size();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_input_device_name
// Access: Published
// Description: Returns the name of the nth input device.
////////////////////////////////////////////////////////////////////
string GraphicsWindow::
get_input_device_name(int device) const {
string result;
{
MutexHolder holder(_input_lock);
nassertr(device >= 0 && device < (int)_input_devices.size(), "");
result = _input_devices[device].get_name();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::has_pointer
// Access: Published
// Description: Returns true if the nth input device has a
// screen-space pointer (for instance, a mouse), false
// otherwise.
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
has_pointer(int device) const {
bool result;
{
MutexHolder holder(_input_lock);
nassertr(device >= 0 && device < (int)_input_devices.size(), false);
result = _input_devices[device].has_pointer();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::has_keyboard
// Access: Published
// Description: Returns true if the nth input device has a keyboard,
// false otherwise.
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
has_keyboard(int device) const {
bool result;
{
MutexHolder holder(_input_lock);
nassertr(device >= 0 && device < (int)_input_devices.size(), false);
result = _input_devices[device].has_keyboard();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_mouse_data
// Access: Public
// Description: Returns the MouseData associated with the nth input
// device.
////////////////////////////////////////////////////////////////////
MouseData GraphicsWindow::
get_mouse_data(int device) const {
MouseData result;
{
MutexHolder holder(_input_lock);
nassertr(device >= 0 && device < (int)_input_devices.size(), MouseData());
result = _input_devices[device].get_mouse_data();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::has_button_event
// Access: Public
// Description: Returns true if the indicated device has a pending
// button event (a mouse button or keyboard button
// down/up), false otherwise. If this returns true, the
// particular event may be extracted via
// get_button_event().
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
has_button_event(int device) const {
bool result;
{
MutexHolder holder(_input_lock);
nassertr(device >= 0 && device < (int)_input_devices.size(), false);
result = _input_devices[device].has_button_event();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_button_event
// Access: Public
// Description: Assuming a previous call to has_button_event()
// returned true, this returns the pending button event.
////////////////////////////////////////////////////////////////////
ButtonEvent GraphicsWindow::
get_button_event(int device) {
ButtonEvent result;
{
MutexHolder holder(_input_lock);
nassertr(device >= 0 && device < (int)_input_devices.size(), ButtonEvent());
nassertr(_input_devices[device].has_button_event(), ButtonEvent());
result = _input_devices[device].get_button_event();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::verify_window_sizes
// Access: Public, Virtual
// Description: Determines which of the indicated window sizes are
// supported by available hardware (e.g. in fullscreen
// mode).
//
// On entry, dimen is an array containing contiguous x,y
// pairs specifying possible display sizes; it is
// numsizes*2 words long. The function will zero out
// any invalid x,y size pairs. The return value is the
// number of valid sizes that were found.
//
// Note this doesn't guarantee a resize attempt will
// work; you still need to check the return value.
//
// (It might be better to implement some sort of query
// interface that returns an array of supported sizes,
// but this way is somewhat simpler and will do the job
// on most cards, assuming they handle the std sizes the
// app knows about.)
////////////////////////////////////////////////////////////////////
int GraphicsWindow::
verify_window_sizes(int numsizes, int *dimen) {
return numsizes;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::make_scratch_display_region
// Access: Public
// Description: Allocates and returns a temporary DisplayRegion that
// may be used to render offscreen into. This
// DisplayRegion is not associated with any layer.
//
// To allocate a normal DisplayRegion for rendering, use
// the interface provided in GraphicsLayer.
////////////////////////////////////////////////////////////////////
PT(DisplayRegion) GraphicsWindow::
make_scratch_display_region(int x_size, int y_size) const {
#ifndef NDEBUG
{
MutexHolder holder(_lock);
if (x_size > _properties.get_x_size() ||
y_size > _properties.get_y_size()) {
display_cat.error()
<< "make_scratch_display_region(): requested region of size "
<< x_size << ", " << y_size << " is larger than window of size "
<< _properties.get_x_size() << ", " << _properties.get_y_size()
<< ".\n";
x_size = min(x_size, _properties.get_x_size());
y_size = min(y_size, _properties.get_y_size());
}
}
#endif
PT(DisplayRegion) region = new DisplayRegion(x_size, y_size);
region->copy_clear_settings(*this);
return region;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::begin_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// before beginning rendering for a given frame. It
// should do whatever setup is required, and return true
// if the frame should be rendered, or false if it
// should be skipped.
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
begin_frame() {
if (_gsg == (GraphicsStateGuardian *)NULL) {
return false;
}
// Okay, we already have a GSG, so activate it.
make_current();
return _gsg->begin_frame();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::clear
// Access: Public
// Description: Clears the entire framebuffer before rendering,
// according to the settings of get_color_clear_active()
// and get_depth_clear_active() (inherited from
// ClearableRegion).
//
// This function is called only within the draw thread.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
clear() {
if (is_any_clear_active()) {
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
int x_size, y_size;
{
MutexHolder holder(_lock);
x_size = _properties.get_x_size();
y_size = _properties.get_y_size();
}
PT(DisplayRegion) win_dr =
make_scratch_display_region(x_size, y_size);
DisplayRegionStack old_dr = _gsg->push_display_region(win_dr);
_gsg->clear(this);
_gsg->pop_display_region(old_dr);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::end_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after rendering is completed for a given frame. It
// should do whatever finalization is required.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
end_frame() {
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
_gsg->end_frame();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::make_current
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// during begin_frame() to ensure the graphics context
// is ready for drawing.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
make_current() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::release_gsg
// Access: Public
// Description: Releases the current GSG pointer, if it is currently
// held, and resets the GSG to NULL. The window will be
// permanently unable to render; this is normally called
// only just before destroying the window. This should
// only be called from within the draw thread.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
release_gsg() {
_gsg.clear();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::begin_flip
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after end_frame() has been called on all windows, to
// initiate the exchange of the front and back buffers.
//
// This should instruct the window to prepare for the
// flip at the next video sync, but it should not wait.
//
// We have the two separate functions, begin_flip() and
// end_flip(), to make it easier to flip all of the
// windows at the same time.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
begin_flip() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::end_flip
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after begin_flip() has been called on all windows, to
// finish the exchange of the front and back buffers.
//
// This should cause the window to wait for the flip, if
// necessary.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
end_flip() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::process_events
// Access: Public, Virtual
// Description: Do whatever processing is necessary to ensure that
// the window responds to user events. Also, honor any
// requests recently made via request_properties().
//
// This function is called only within the window
// thread.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
process_events() {
if (_requested_properties.is_any_specified()) {
// We don't bother to grab the mutex until after we have already
// checked whether any properties have been specified. This is
// technically sloppy, but it ought to be o.k. since it's just a
// bitmask after all.
WindowProperties properties;
{
MutexHolder holder(_lock);
properties = _requested_properties;
_requested_properties.clear();
set_properties_now(properties);
if (properties.is_any_specified()) {
display_cat.info()
<< "Unable to set window properties: " << properties << "\n";
_rejected_properties.add_properties(properties);
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::set_properties_now
// Access: Public, Virtual
// Description: Applies the requested set of properties to the
// window, if possible, for instance to request a change
// in size or minimization status.
//
// The window properties are applied immediately, rather
// than waiting until the next frame. This implies that
// this method may *only* be called from within the
// window thread.
//
// The properties that have been applied are cleared
// from the structure by this function; so on return,
// whatever remains in the properties structure are
// those that were unchanged for some reason (probably
// because the underlying interface does not support
// changing that property on an open window).
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
set_properties_now(WindowProperties &properties) {
if (properties.has_open() &&
properties.get_open() != _properties.get_open()) {
// Open or close a new window. In this case we can get all of the
// properties at once.
_properties.add_properties(properties);
properties.clear();
if (_properties.get_open()) {
if (open_window()) {
// When the window is first opened, force its size to be
// broadcast to its display regions.
Channels::iterator ci;
for (ci = _channels.begin(); ci != _channels.end(); ++ci) {
GraphicsChannel *chan = (*ci);
chan->window_resized(_properties.get_x_size(),
_properties.get_y_size());
}
} else {
// Since we can't even open the window, tag the
// _rejected_properties with all of the window properties that
// failed.
_rejected_properties.add_properties(_properties);
// And mark the window closed.
_properties.set_open(false);
}
} else {
// We can't close the window if its GSG hasn't been released
// yet.
nassertv(_gsg == (GraphicsStateGuardian *)NULL);
close_window();
}
return;
}
if (!_properties.get_open()) {
// The window is not currently open; we can set properties at
// will.
_properties.add_properties(properties);
properties.clear();
return;
}
// The window is already open; we are limited to what we can change
// on the fly.
if (properties.has_size() || properties.has_origin()) {
// Consider changing the window's size and/or position.
WindowProperties reshape_props;
if (properties.has_size()) {
reshape_props.set_size(properties.get_x_size(), properties.get_y_size());
} else {
reshape_props.set_size(_properties.get_x_size(), _properties.get_y_size());
}
if (properties.has_origin() && !is_fullscreen()) {
reshape_props.set_origin(properties.get_x_origin(), properties.get_y_origin());
} else {
reshape_props.set_origin(_properties.get_x_origin(), _properties.get_y_origin());
}
if (reshape_props.get_x_size() != _properties.get_x_size() ||
reshape_props.get_y_size() != _properties.get_y_size() ||
reshape_props.get_x_origin() != _properties.get_x_origin() ||
reshape_props.get_y_origin() != _properties.get_y_origin()) {
if (do_reshape_request(reshape_props.get_x_origin(),
reshape_props.get_y_origin(),
reshape_props.get_x_size(),
reshape_props.get_y_size())) {
system_changed_size(reshape_props.get_x_size(),
reshape_props.get_y_size());
_properties.add_properties(reshape_props);
properties.clear_size();
properties.clear_origin();
}
}
}
if (properties.has_fullscreen() &&
properties.get_fullscreen() == _properties.get_fullscreen()) {
// Fullscreen property specified, but unchanged.
properties.clear_fullscreen();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::close_window
// Access: Protected, Virtual
// Description: Closes the window right now. Called from the window
// thread.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
close_window() {
display_cat.info()
<< "Closing " << get_type() << "\n";
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::reset_window
// Access: Protected, Virtual
// Description: resets the window framebuffer from its derived
// children. Does nothing here.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
reset_window(bool swapchain) {
display_cat.info()
<< "Resetting " << get_type() << "\n";
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::open_window
// Access: Protected, Virtual
// Description: Opens the window right now. Called from the window
// thread. Returns true if the window is successfully
// opened, or false if there was a problem.
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
open_window() {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::open_window
// Access: Protected, Virtual
// Description: Called from the window thread in response to a request
// from within the code (via request_properties()) to
// change the size and/or position of the window.
// Returns true if the window is successfully changed,
// or false if there was a problem.
////////////////////////////////////////////////////////////////////
bool GraphicsWindow::
do_reshape_request(int x_origin, int y_origin, int x_size, int y_size) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::system_changed_properties
// Access: Protected
// Description: Should be called (from within the window thread) when
// process_events() detects an external change in some
// important window property; for instance, when the
// user resizes the window.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
system_changed_properties(const WindowProperties &properties) {
MutexHolder holder(_lock);
if (properties.has_size()) {
system_changed_size(properties.get_x_size(), properties.get_y_size());
}
WindowProperties old_properties = _properties;
_properties.add_properties(properties);
if (_properties != old_properties) {
throw_event(_window_event, this);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::system_changed_size
// Access: Protected
// Description: An internal function to update all the channels with
// the new size of the window. This should always be
// called before changing the _size members of the
// _properties structure.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
system_changed_size(int x_size, int y_size) {
if (x_size != _properties.get_x_size() ||
y_size != _properties.get_y_size()) {
Channels::iterator ci;
for (ci = _channels.begin(); ci != _channels.end(); ++ci) {
GraphicsChannel *chan = (*ci);
chan->window_resized(x_size, y_size);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::declare_channel
// Access: Protected
// Description: An internal function to add the indicated
// newly-created channel to the list at the indicated
// channel number.
//
// The caller must grab and hold _lock before making
// this call.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
declare_channel(int index, GraphicsChannel *chan) {
nassertv(index >= 0);
if (index >= (int)_channels.size()) {
_channels.reserve(index);
while (index >= (int)_channels.size()) {
_channels.push_back(NULL);
}
}
nassertv(index < (int)_channels.size());
_channels[index] = chan;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::do_determine_display_regions
// Access: Private
// Description: Recomputes the list of active DisplayRegions within
// the window.
////////////////////////////////////////////////////////////////////
void GraphicsWindow::
do_determine_display_regions() {
MutexHolder holder(_lock);
_display_regions_stale = false;
_display_regions.clear();
Channels::const_iterator ci;
for (ci = _channels.begin(); ci != _channels.end(); ++ci) {
GraphicsChannel *chan = (*ci);
if (chan->is_active()) {
GraphicsChannel::GraphicsLayers::const_iterator li;
for (li = chan->_layers.begin(); li != chan->_layers.end(); ++li) {
GraphicsLayer *layer = (*li);
if (layer->is_active()) {
GraphicsLayer::DisplayRegions::const_iterator dri;
for (dri = layer->_display_regions.begin();
dri != layer->_display_regions.end();
++dri) {
DisplayRegion *dr = (*dri);
if (dr->is_active()) {
_display_regions.push_back(dr);
}
}
}
}
}
}
}