xref: /aosp_15_r20/external/skia/tools/sk_app/Window.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2016 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef Window_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define Window_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTDArray.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "tools/skui/InputState.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "tools/skui/Key.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "tools/skui/ModifierKey.h"
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker #include <functional>
19*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker class GrDirectContext;
22*c8dee2aaSAndroid Build Coastguard Worker class SkCanvas;
23*c8dee2aaSAndroid Build Coastguard Worker class SkSurface;
24*c8dee2aaSAndroid Build Coastguard Worker class SkSurfaceProps;
25*c8dee2aaSAndroid Build Coastguard Worker class SkString;
26*c8dee2aaSAndroid Build Coastguard Worker 
27*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
28*c8dee2aaSAndroid Build Coastguard Worker class Context;
29*c8dee2aaSAndroid Build Coastguard Worker class Recorder;
30*c8dee2aaSAndroid Build Coastguard Worker }
31*c8dee2aaSAndroid Build Coastguard Worker 
32*c8dee2aaSAndroid Build Coastguard Worker namespace skwindow {
33*c8dee2aaSAndroid Build Coastguard Worker class DisplayParams;
34*c8dee2aaSAndroid Build Coastguard Worker class WindowContext;
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker 
37*c8dee2aaSAndroid Build Coastguard Worker namespace sk_app {
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker class Window {
40*c8dee2aaSAndroid Build Coastguard Worker public:
41*c8dee2aaSAndroid Build Coastguard Worker     virtual ~Window();
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker     virtual void setTitle(const char*) = 0;
44*c8dee2aaSAndroid Build Coastguard Worker     virtual void show() = 0;
45*c8dee2aaSAndroid Build Coastguard Worker 
46*c8dee2aaSAndroid Build Coastguard Worker     // JSON-formatted UI state for Android. Do nothing by default
setUIState(const char *)47*c8dee2aaSAndroid Build Coastguard Worker     virtual void setUIState(const char*) {}
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker     // Interface to the system clipboard. Only implemented on UNIX.
getClipboardText()50*c8dee2aaSAndroid Build Coastguard Worker     virtual const char* getClipboardText() { return nullptr; }
setClipboardText(const char *)51*c8dee2aaSAndroid Build Coastguard Worker     virtual void        setClipboardText(const char*) {}
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     // Schedules an invalidation event for window if one is not currently pending.
54*c8dee2aaSAndroid Build Coastguard Worker     // Make sure that either onPaint or markInvalReceived is called when the client window consumes
55*c8dee2aaSAndroid Build Coastguard Worker     // the the inval event. They unset fIsContentInvalided which allow future onInval.
56*c8dee2aaSAndroid Build Coastguard Worker     void inval();
57*c8dee2aaSAndroid Build Coastguard Worker 
scaleContentToFit()58*c8dee2aaSAndroid Build Coastguard Worker     virtual bool scaleContentToFit() const { return false; }
59*c8dee2aaSAndroid Build Coastguard Worker 
60*c8dee2aaSAndroid Build Coastguard Worker     enum BackendType {
61*c8dee2aaSAndroid Build Coastguard Worker         kNativeGL_BackendType,
62*c8dee2aaSAndroid Build Coastguard Worker         kANGLE_BackendType,
63*c8dee2aaSAndroid Build Coastguard Worker         kGraphiteDawn_BackendType,
64*c8dee2aaSAndroid Build Coastguard Worker         kVulkan_BackendType,
65*c8dee2aaSAndroid Build Coastguard Worker         kGraphiteVulkan_BackendType,
66*c8dee2aaSAndroid Build Coastguard Worker         kMetal_BackendType,
67*c8dee2aaSAndroid Build Coastguard Worker         kGraphiteMetal_BackendType,
68*c8dee2aaSAndroid Build Coastguard Worker         kDirect3D_BackendType,
69*c8dee2aaSAndroid Build Coastguard Worker         kRaster_BackendType,
70*c8dee2aaSAndroid Build Coastguard Worker     };
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker     virtual bool attach(BackendType) = 0;
73*c8dee2aaSAndroid Build Coastguard Worker     void detach();
74*c8dee2aaSAndroid Build Coastguard Worker 
75*c8dee2aaSAndroid Build Coastguard Worker     // input handling
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker     class Layer {
78*c8dee2aaSAndroid Build Coastguard Worker     public:
Layer()79*c8dee2aaSAndroid Build Coastguard Worker         Layer() : fActive(true) {}
80*c8dee2aaSAndroid Build Coastguard Worker         virtual ~Layer() = default;
81*c8dee2aaSAndroid Build Coastguard Worker 
getActive()82*c8dee2aaSAndroid Build Coastguard Worker         bool getActive() { return fActive; }
setActive(bool active)83*c8dee2aaSAndroid Build Coastguard Worker         void setActive(bool active) { fActive = active; }
84*c8dee2aaSAndroid Build Coastguard Worker 
85*c8dee2aaSAndroid Build Coastguard Worker         // return value of 'true' means 'I have handled this event'
onBackendCreated()86*c8dee2aaSAndroid Build Coastguard Worker         virtual void onBackendCreated() {}
onAttach(Window * window)87*c8dee2aaSAndroid Build Coastguard Worker         virtual void onAttach(Window* window) {}
onChar(SkUnichar c,skui::ModifierKey)88*c8dee2aaSAndroid Build Coastguard Worker         virtual bool onChar(SkUnichar c, skui::ModifierKey) { return false; }
onKey(skui::Key,skui::InputState,skui::ModifierKey)89*c8dee2aaSAndroid Build Coastguard Worker         virtual bool onKey(skui::Key, skui::InputState, skui::ModifierKey) { return false; }
onMouse(int x,int y,skui::InputState,skui::ModifierKey)90*c8dee2aaSAndroid Build Coastguard Worker         virtual bool onMouse(int x, int y, skui::InputState, skui::ModifierKey) { return false; }
onMouseWheel(float delta,int x,int y,skui::ModifierKey)91*c8dee2aaSAndroid Build Coastguard Worker         virtual bool onMouseWheel(float delta, int x, int y, skui::ModifierKey) { return false; }
onTouch(intptr_t owner,skui::InputState,float x,float y)92*c8dee2aaSAndroid Build Coastguard Worker         virtual bool onTouch(intptr_t owner, skui::InputState, float x, float y) { return false; }
93*c8dee2aaSAndroid Build Coastguard Worker         // Platform-detected gesture events
onFling(skui::InputState state)94*c8dee2aaSAndroid Build Coastguard Worker         virtual bool onFling(skui::InputState state) { return false; }
onPinch(skui::InputState state,float scale,float x,float y)95*c8dee2aaSAndroid Build Coastguard Worker         virtual bool onPinch(skui::InputState state, float scale, float x, float y) { return false; }
onUIStateChanged(const SkString & stateName,const SkString & stateValue)96*c8dee2aaSAndroid Build Coastguard Worker         virtual void onUIStateChanged(const SkString& stateName, const SkString& stateValue) {}
onPrePaint()97*c8dee2aaSAndroid Build Coastguard Worker         virtual void onPrePaint() {}
onPaint(SkSurface *)98*c8dee2aaSAndroid Build Coastguard Worker         virtual void onPaint(SkSurface*) {}
onResize(int width,int height)99*c8dee2aaSAndroid Build Coastguard Worker         virtual void onResize(int width, int height) {}
100*c8dee2aaSAndroid Build Coastguard Worker 
101*c8dee2aaSAndroid Build Coastguard Worker     private:
102*c8dee2aaSAndroid Build Coastguard Worker         friend class Window;
103*c8dee2aaSAndroid Build Coastguard Worker         bool fActive;
104*c8dee2aaSAndroid Build Coastguard Worker     };
105*c8dee2aaSAndroid Build Coastguard Worker 
pushLayer(Layer * layer)106*c8dee2aaSAndroid Build Coastguard Worker     void pushLayer(Layer* layer) {
107*c8dee2aaSAndroid Build Coastguard Worker         layer->onAttach(this);
108*c8dee2aaSAndroid Build Coastguard Worker         fLayers.push_back(layer);
109*c8dee2aaSAndroid Build Coastguard Worker     }
110*c8dee2aaSAndroid Build Coastguard Worker 
111*c8dee2aaSAndroid Build Coastguard Worker     void onBackendCreated();
112*c8dee2aaSAndroid Build Coastguard Worker     bool onChar(SkUnichar c, skui::ModifierKey modifiers);
113*c8dee2aaSAndroid Build Coastguard Worker     bool onKey(skui::Key key, skui::InputState state, skui::ModifierKey modifiers);
114*c8dee2aaSAndroid Build Coastguard Worker     bool onMouse(int x, int y, skui::InputState state, skui::ModifierKey modifiers);
115*c8dee2aaSAndroid Build Coastguard Worker     bool onMouseWheel(float delta, int x, int y, skui::ModifierKey modifiers);
116*c8dee2aaSAndroid Build Coastguard Worker     bool onTouch(intptr_t owner, skui::InputState state, float x, float y);  // multi-owner = multi-touch
117*c8dee2aaSAndroid Build Coastguard Worker     // Platform-detected gesture events
118*c8dee2aaSAndroid Build Coastguard Worker     bool onFling(skui::InputState state);
119*c8dee2aaSAndroid Build Coastguard Worker     bool onPinch(skui::InputState state, float scale, float x, float y);
120*c8dee2aaSAndroid Build Coastguard Worker     void onUIStateChanged(const SkString& stateName, const SkString& stateValue);
121*c8dee2aaSAndroid Build Coastguard Worker     void onPaint();
122*c8dee2aaSAndroid Build Coastguard Worker     void onResize(int width, int height);
123*c8dee2aaSAndroid Build Coastguard Worker     void onActivate(bool isActive);
124*c8dee2aaSAndroid Build Coastguard Worker 
125*c8dee2aaSAndroid Build Coastguard Worker     int width() const;
126*c8dee2aaSAndroid Build Coastguard Worker     int height() const;
scaleFactor()127*c8dee2aaSAndroid Build Coastguard Worker     virtual float scaleFactor() const { return 1.0f; }
128*c8dee2aaSAndroid Build Coastguard Worker 
getRequestedDisplayParams()129*c8dee2aaSAndroid Build Coastguard Worker     const skwindow::DisplayParams* getRequestedDisplayParams() {
130*c8dee2aaSAndroid Build Coastguard Worker         return fRequestedDisplayParams.get();
131*c8dee2aaSAndroid Build Coastguard Worker     }
132*c8dee2aaSAndroid Build Coastguard Worker     virtual void setRequestedDisplayParams(std::unique_ptr<const skwindow::DisplayParams>,
133*c8dee2aaSAndroid Build Coastguard Worker                                            bool allowReattach = true);
134*c8dee2aaSAndroid Build Coastguard Worker 
135*c8dee2aaSAndroid Build Coastguard Worker     // Actual parameters in effect, obtained from the native window.
136*c8dee2aaSAndroid Build Coastguard Worker     int sampleCount() const;
137*c8dee2aaSAndroid Build Coastguard Worker     int stencilBits() const;
138*c8dee2aaSAndroid Build Coastguard Worker 
139*c8dee2aaSAndroid Build Coastguard Worker     // Returns null if there is not a GPU backend or if the backend is not yet created.
140*c8dee2aaSAndroid Build Coastguard Worker     GrDirectContext* directContext() const;
141*c8dee2aaSAndroid Build Coastguard Worker     skgpu::graphite::Context* graphiteContext() const;
142*c8dee2aaSAndroid Build Coastguard Worker     skgpu::graphite::Recorder* graphiteRecorder() const;
143*c8dee2aaSAndroid Build Coastguard Worker 
144*c8dee2aaSAndroid Build Coastguard Worker     using GpuTimerCallback = std::function<void(uint64_t ns)>;
145*c8dee2aaSAndroid Build Coastguard Worker 
146*c8dee2aaSAndroid Build Coastguard Worker     // Does the backend of this window support GPU timers (for use with submitToGpu)?
147*c8dee2aaSAndroid Build Coastguard Worker     bool supportsGpuTimer() const;
148*c8dee2aaSAndroid Build Coastguard Worker 
149*c8dee2aaSAndroid Build Coastguard Worker     // Will snap a Recording and submit to the Context if using Graphite or flush and submit
150*c8dee2aaSAndroid Build Coastguard Worker     // if using Ganesh.
151*c8dee2aaSAndroid Build Coastguard Worker     void submitToGpu(GpuTimerCallback = {});
152*c8dee2aaSAndroid Build Coastguard Worker 
153*c8dee2aaSAndroid Build Coastguard Worker protected:
154*c8dee2aaSAndroid Build Coastguard Worker     Window();
155*c8dee2aaSAndroid Build Coastguard Worker 
156*c8dee2aaSAndroid Build Coastguard Worker     SkTDArray<Layer*> fLayers;
157*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<const skwindow::DisplayParams> fRequestedDisplayParams;
158*c8dee2aaSAndroid Build Coastguard Worker     bool fIsActive = true;
159*c8dee2aaSAndroid Build Coastguard Worker 
160*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<skwindow::WindowContext> fWindowContext;
161*c8dee2aaSAndroid Build Coastguard Worker 
162*c8dee2aaSAndroid Build Coastguard Worker     virtual void onInval() = 0;
163*c8dee2aaSAndroid Build Coastguard Worker 
164*c8dee2aaSAndroid Build Coastguard Worker     // Uncheck fIsContentInvalided to allow future inval/onInval.
165*c8dee2aaSAndroid Build Coastguard Worker     void markInvalProcessed();
166*c8dee2aaSAndroid Build Coastguard Worker 
167*c8dee2aaSAndroid Build Coastguard Worker     bool fIsContentInvalidated = false;  // use this to avoid duplicate invalidate events
168*c8dee2aaSAndroid Build Coastguard Worker 
169*c8dee2aaSAndroid Build Coastguard Worker     void visitLayers(const std::function<void(Layer*)>& visitor);
170*c8dee2aaSAndroid Build Coastguard Worker     bool signalLayers(const std::function<bool(Layer*)>& visitor);
171*c8dee2aaSAndroid Build Coastguard Worker };
172*c8dee2aaSAndroid Build Coastguard Worker 
173*c8dee2aaSAndroid Build Coastguard Worker namespace Windows {
174*c8dee2aaSAndroid Build Coastguard Worker Window* CreateNativeWindow(void* platformData);
175*c8dee2aaSAndroid Build Coastguard Worker }
176*c8dee2aaSAndroid Build Coastguard Worker 
177*c8dee2aaSAndroid Build Coastguard Worker }   // namespace sk_app
178*c8dee2aaSAndroid Build Coastguard Worker #endif
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