imgui-sfml-premake/sfml/include/SFML/Window/WindowBase.hpp

654 lines
24 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2025 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#pragma once
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Window/Export.hpp>
#include <SFML/Window/Vulkan.hpp>
#include <SFML/Window/WindowEnums.hpp>
#include <SFML/Window/WindowHandle.hpp>
#include <SFML/System/Time.hpp>
#include <SFML/System/Vector2.hpp>
#include <memory>
#include <optional>
#include <cstdint>
namespace sf
{
class Cursor;
class String;
class VideoMode;
namespace priv
{
class WindowImpl;
}
class Event;
////////////////////////////////////////////////////////////
/// \brief Window that serves as a base for other windows
///
////////////////////////////////////////////////////////////
class SFML_WINDOW_API WindowBase
{
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// This constructor doesn't actually create the window,
/// use the other constructors or call `create()` to do so.
///
////////////////////////////////////////////////////////////
WindowBase();
////////////////////////////////////////////////////////////
/// \brief Construct a new window
///
/// This constructor creates the window with the size and pixel
/// depth defined in `mode`. An optional style can be passed to
/// customize the look and behavior of the window (borders,
/// title bar, resizable, closable, ...). An optional state can
/// be provided. If `state` is `State::Fullscreen`, then `mode`
/// must be a valid video mode.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param style %Window style, a bitwise OR combination of `sf::Style` enumerators
/// \param state %Window state
///
////////////////////////////////////////////////////////////
WindowBase(VideoMode mode, const String& title, std::uint32_t style = Style::Default, State state = State::Windowed);
////////////////////////////////////////////////////////////
/// \brief Construct a new window
///
/// This constructor creates the window with the size and pixel
/// depth defined in `mode`.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param state %Window state
///
////////////////////////////////////////////////////////////
WindowBase(VideoMode mode, const String& title, State state);
////////////////////////////////////////////////////////////
/// \brief Construct the window from an existing control
///
/// \param handle Platform-specific handle of the control
///
////////////////////////////////////////////////////////////
explicit WindowBase(WindowHandle handle);
////////////////////////////////////////////////////////////
/// \brief Destructor
///
/// Closes the window and frees all the resources attached to it.
///
////////////////////////////////////////////////////////////
virtual ~WindowBase();
////////////////////////////////////////////////////////////
/// \brief Deleted copy constructor
///
////////////////////////////////////////////////////////////
WindowBase(const WindowBase&) = delete;
////////////////////////////////////////////////////////////
/// \brief Deleted copy assignment
///
////////////////////////////////////////////////////////////
WindowBase& operator=(const WindowBase&) = delete;
////////////////////////////////////////////////////////////
/// \brief Move constructor
///
////////////////////////////////////////////////////////////
WindowBase(WindowBase&&) noexcept;
////////////////////////////////////////////////////////////
/// \brief Move assignment
///
////////////////////////////////////////////////////////////
WindowBase& operator=(WindowBase&&) noexcept;
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window
///
/// If the window was already created, it closes it first.
/// If `state` is `State::Fullscreen`, then `mode` must be
/// a valid video mode.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param style %Window style, a bitwise OR combination of `sf::Style` enumerators
/// \param state %Window state
///
////////////////////////////////////////////////////////////
virtual void create(VideoMode mode, const String& title, std::uint32_t style = Style::Default, State state = State::Windowed);
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window
///
/// If the window was already created, it closes it first.
/// If `state` is `State::Fullscreen`, then `mode` must be
/// a valid video mode.
///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param state %Window state
///
////////////////////////////////////////////////////////////
virtual void create(VideoMode mode, const String& title, State state);
////////////////////////////////////////////////////////////
/// \brief Create (or recreate) the window from an existing control
///
/// \param handle Platform-specific handle of the control
///
////////////////////////////////////////////////////////////
virtual void create(WindowHandle handle);
////////////////////////////////////////////////////////////
/// \brief Close the window and destroy all the attached resources
///
/// After calling this function, the `sf::Window` instance remains
/// valid and you can call `create()` to recreate the window.
/// All other functions such as `pollEvent()` or `display()` will
/// still work (i.e. you don't have to test `isOpen()` every time),
/// and will have no effect on closed windows.
///
////////////////////////////////////////////////////////////
virtual void close();
////////////////////////////////////////////////////////////
/// \brief Tell whether or not the window is open
///
/// This function returns whether or not the window exists.
/// Note that a hidden window (`setVisible(false)`) is open
/// (therefore this function would return `true`).
///
/// \return `true` if the window is open, `false` if it has been closed
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool isOpen() const;
////////////////////////////////////////////////////////////
/// \brief Pop the next event from the front of the FIFO event queue, if any, and return it
///
/// This function is not blocking: if there's no pending event then
/// it will return a `std::nullopt`. Note that more than one event
/// may be present in the event queue, thus you should always call
/// this function in a loop to make sure that you process every
/// pending event.
/// \code
/// while (const std::optional event = window.pollEvent())
/// {
/// // process event...
/// }
/// \endcode
///
/// \return The event, otherwise `std::nullopt` if no events are pending
///
/// \see `waitEvent`, `handleEvents`
///
////////////////////////////////////////////////////////////
[[nodiscard]] std::optional<Event> pollEvent();
////////////////////////////////////////////////////////////
/// \brief Wait for an event and return it
///
/// This function is blocking: if there's no pending event then
/// it will wait until an event is received or until the provided
/// timeout elapses. Only if an error or a timeout occurs the
/// returned event will be `std::nullopt`.
/// This function is typically used when you have a thread that is
/// dedicated to events handling: you want to make this thread sleep
/// as long as no new event is received.
/// \code
/// while (const std::optional event = window.waitEvent())
/// {
/// // process event...
/// }
/// \endcode
///
/// \param timeout Maximum time to wait (`Time::Zero` for infinite)
///
/// \return The event, otherwise `std::nullopt` on timeout or if window was closed
///
/// \see `pollEvent`, `handleEvents`
///
////////////////////////////////////////////////////////////
[[nodiscard]] std::optional<Event> waitEvent(Time timeout = Time::Zero);
////////////////////////////////////////////////////////////
/// \brief Handle all pending events
///
/// This function is not blocking: if there's no pending event then
/// it will return without calling any of the handlers.
///
/// This function can take a variadic list of event handlers that
/// each take a concrete event type as a single parameter. The event
/// handlers can be any kind of callable object that has an
/// `operator()` defined for a specific event type. Additionally a
/// generic callable can also be provided that will be invoked for
/// every event type. If both types of callables are provided, the
/// callables taking concrete event types will be preferred over the
/// generic callable by overload resolution. Generic callables can
/// be used to customize handler dispatching based on the deduced
/// type of the event and other information available at compile
/// time.
///
/// Examples of callables:
/// - Lambda expressions: `[&](const sf::Event::KeyPressed) { ... }`
/// - Free functions: `void handler(const sf::Event::KeyPressed&) { ... }`
///
/// \code
/// // Only provide handlers for concrete event types
/// window.handleEvents(
/// [&](const sf::Event::Closed&) { /* handle event */ },
/// [&](const sf::Event::KeyPressed& keyPress) { /* handle event */ }
/// );
/// \endcode
/// \code
/// // Provide a generic event handler
/// window.handleEvents(
/// [&](const auto& event)
/// {
/// if constexpr (std::is_same_v<std::decay_t<decltype(event)>, sf::Event::Closed>)
/// {
/// // Handle Closed
/// handleClosed();
/// }
/// else if constexpr (std::is_same_v<std::decay_t<decltype(event)>, sf::Event::KeyPressed>)
/// {
/// // Handle KeyPressed
/// handleKeyPressed(event);
/// }
/// else
/// {
/// // Handle non-KeyPressed
/// handleOtherEvents(event);
/// }
/// }
/// );
/// \endcode
/// \code
/// // Provide handlers for concrete types and fall back to generic handler
/// window.handleEvents(
/// [&](const sf::Event::Closed&) { /* handle event */ },
/// [&](const sf::Event::KeyPressed& keyPress) { /* handle event */ },
/// [&](const auto& event) { /* handle all other events */ }
/// );
/// \endcode
///
/// Calling member functions is supported through lambda
/// expressions.
/// \code
/// // Provide a generic event handler
/// window.handleEvents(
/// [this](const auto& event) { handle(event); }
/// );
/// \endcode
///
/// \param handlers A variadic list of callables that take a specific event as their only parameter
///
/// \see `waitEvent`, `pollEvent`
///
////////////////////////////////////////////////////////////
template <typename... Handlers>
void handleEvents(Handlers&&... handlers);
////////////////////////////////////////////////////////////
/// \brief Get the position of the window
///
/// \return Position of the window, in pixels
///
/// \see `setPosition`
///
////////////////////////////////////////////////////////////
[[nodiscard]] Vector2i getPosition() const;
////////////////////////////////////////////////////////////
/// \brief Change the position of the window on screen
///
/// This function only works for top-level windows
/// (i.e. it will be ignored for windows created from
/// the handle of a child window/control).
///
/// \param position New position, in pixels
///
/// \see `getPosition`
///
////////////////////////////////////////////////////////////
void setPosition(Vector2i position);
////////////////////////////////////////////////////////////
/// \brief Get the size of the rendering region of the window
///
/// The size doesn't include the titlebar and borders
/// of the window.
///
/// \return Size in pixels
///
/// \see `setSize`
///
////////////////////////////////////////////////////////////
[[nodiscard]] Vector2u getSize() const;
////////////////////////////////////////////////////////////
/// \brief Change the size of the rendering region of the window
///
/// \param size New size, in pixels
///
/// \see `getSize`
///
////////////////////////////////////////////////////////////
void setSize(Vector2u size);
////////////////////////////////////////////////////////////
/// \brief Set the minimum window rendering region size
///
/// Pass `std::nullopt` to unset the minimum size
///
/// \param minimumSize New minimum size, in pixels
///
////////////////////////////////////////////////////////////
void setMinimumSize(const std::optional<Vector2u>& minimumSize);
////////////////////////////////////////////////////////////
/// \brief Set the maximum window rendering region size
///
/// Pass `std::nullopt` to unset the maximum size
///
/// \param maximumSize New maximum size, in pixels
///
////////////////////////////////////////////////////////////
void setMaximumSize(const std::optional<Vector2u>& maximumSize);
////////////////////////////////////////////////////////////
/// \brief Change the title of the window
///
/// \param title New title
///
/// \see `setIcon`
///
////////////////////////////////////////////////////////////
void setTitle(const String& title);
////////////////////////////////////////////////////////////
/// \brief Change the window's icon
///
/// `pixels` must be an array of `size` pixels
/// in 32-bits RGBA format.
///
/// The OS default icon is used by default.
///
/// \param size Icon's width and height, in pixels
/// \param pixels Pointer to the array of pixels in memory. The
/// pixels are copied, so you need not keep the
/// source alive after calling this function.
///
/// \see `setTitle`
///
////////////////////////////////////////////////////////////
void setIcon(Vector2u size, const std::uint8_t* pixels);
////////////////////////////////////////////////////////////
/// \brief Show or hide the window
///
/// The window is shown by default.
///
/// \param visible `true` to show the window, `false` to hide it
///
////////////////////////////////////////////////////////////
void setVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Show or hide the mouse cursor
///
/// The mouse cursor is visible by default.
///
/// \warning On Windows, this function needs to be called from the
/// thread that created the window.
///
/// \param visible `true` to show the mouse cursor, `false` to hide it
///
////////////////////////////////////////////////////////////
void setMouseCursorVisible(bool visible);
////////////////////////////////////////////////////////////
/// \brief Grab or release the mouse cursor
///
/// If set, grabs the mouse cursor inside this window's client
/// area so it may no longer be moved outside its bounds.
/// Note that grabbing is only active while the window has
/// focus.
///
/// \param grabbed `true` to enable, `false` to disable
///
////////////////////////////////////////////////////////////
void setMouseCursorGrabbed(bool grabbed);
////////////////////////////////////////////////////////////
/// \brief Set the displayed cursor to a native system cursor
///
/// Upon window creation, the arrow cursor is used by default.
///
/// \warning The cursor must not be destroyed while in use by
/// the window.
///
/// \warning Features related to Cursor are not supported on
/// iOS and Android.
///
/// \param cursor Native system cursor type to display
///
/// \see `sf::Cursor::createFromSystem`, `sf::Cursor::createFromPixels`
///
////////////////////////////////////////////////////////////
void setMouseCursor(const Cursor& cursor);
////////////////////////////////////////////////////////////
/// \brief Enable or disable automatic key-repeat
///
/// If key repeat is enabled, you will receive repeated
/// KeyPressed events while keeping a key pressed. If it is disabled,
/// you will only get a single event when the key is pressed.
///
/// Key repeat is enabled by default.
///
/// \param enabled `true` to enable, `false` to disable
///
////////////////////////////////////////////////////////////
void setKeyRepeatEnabled(bool enabled);
////////////////////////////////////////////////////////////
/// \brief Change the joystick threshold
///
/// The joystick threshold is the value below which
/// no JoystickMoved event will be generated.
///
/// The threshold value is 0.1 by default.
///
/// \param threshold New threshold, in the range [0, 100]
///
////////////////////////////////////////////////////////////
void setJoystickThreshold(float threshold);
////////////////////////////////////////////////////////////
/// \brief Request the current window to be made the active
/// foreground window
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or mouse events.
/// If a window requests focus, it only hints to the operating
/// system, that it would like to be focused. The operating system
/// is free to deny the request.
/// This is not to be confused with `setActive()`.
///
/// \see `hasFocus`
///
////////////////////////////////////////////////////////////
void requestFocus();
////////////////////////////////////////////////////////////
/// \brief Check whether the window has the input focus
///
/// At any given time, only one window may have the input focus
/// to receive input events such as keystrokes or most mouse
/// events.
///
/// \return `true` if window has focus, `false` otherwise
/// \see `requestFocus`
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool hasFocus() const;
////////////////////////////////////////////////////////////
/// \brief Get the OS-specific handle of the window
///
/// The type of the returned handle is `sf::WindowHandle`,
/// which is a type alias to the handle type defined by the OS.
/// You shouldn't need to use this function, unless you have
/// very specific stuff to implement that SFML doesn't support,
/// or implement a temporary workaround until a bug is fixed.
///
/// \return System handle of the window
///
////////////////////////////////////////////////////////////
[[nodiscard]] WindowHandle getNativeHandle() const;
////////////////////////////////////////////////////////////
/// \brief Create a Vulkan rendering surface
///
/// \param instance Vulkan instance
/// \param surface Created surface
/// \param allocator Allocator to use
///
/// \return `true` if surface creation was successful, `false` otherwise
///
////////////////////////////////////////////////////////////
[[nodiscard]] bool createVulkanSurface(const VkInstance& instance,
VkSurfaceKHR& surface,
const VkAllocationCallbacks* allocator = nullptr);
protected:
////////////////////////////////////////////////////////////
/// \brief Function called after the window has been created
///
/// This function is called so that derived classes can
/// perform their own specific initialization as soon as
/// the window is created.
///
////////////////////////////////////////////////////////////
virtual void onCreate();
////////////////////////////////////////////////////////////
/// \brief Function called after the window has been resized
///
/// This function is called so that derived classes can
/// perform custom actions when the size of the window changes.
///
////////////////////////////////////////////////////////////
virtual void onResize();
private:
friend class Window;
////////////////////////////////////////////////////////////
/// \brief Processes an event before it is sent to the user
///
/// This function is called every time an event is received
/// from the internal window (through `pollEvent` or `waitEvent`).
/// It filters out unwanted events, and performs whatever internal
/// stuff the window needs before the event is returned to the
/// user.
///
/// \param event Event to filter
///
////////////////////////////////////////////////////////////
void filterEvent(const Event& event);
////////////////////////////////////////////////////////////
/// \brief Perform some common internal initializations
///
////////////////////////////////////////////////////////////
void initialize();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
std::unique_ptr<priv::WindowImpl> m_impl; //!< Platform-specific implementation of the window
Vector2u m_size; //!< Current size of the window
};
} // namespace sf
#include <SFML/Window/WindowBase.inl>
////////////////////////////////////////////////////////////
/// \class sf::WindowBase
/// \ingroup window
///
/// `sf::WindowBase` serves as the base class for all Windows.
///
/// A `sf::WindowBase` can create its own new window, or be embedded into
/// an already existing control using the `create(handle)` function.
///
/// The `sf::WindowBase` class provides a simple interface for manipulating
/// the window: move, resize, show/hide, control mouse cursor, etc.
/// It also provides event handling through its `pollEvent()` and `waitEvent()`
/// functions.
///
/// Usage example:
/// \code
/// // Declare and create a new window
/// sf::WindowBase window(sf::VideoMode({800, 600}), "SFML window");
///
/// // The main loop - ends as soon as the window is closed
/// while (window.isOpen())
/// {
/// // Event processing
/// while (const std::optional event = window.pollEvent())
/// {
/// // Request for closing the window
/// if (event->is<sf::Event::Closed>())
/// window.close();
/// }
///
/// // Do things with the window here...
/// }
/// \endcode
///
////////////////////////////////////////////////////////////