godot/platform/macos/godot_content_view.h

77 lines
3.3 KiB
C++

/*************************************************************************/
/* godot_content_view.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_CONTENT_VIEW_H
#define GODOT_CONTENT_VIEW_H
#include "servers/display_server.h"
#import <AppKit/AppKit.h>
#import <Foundation/Foundation.h>
#if defined(GLES3_ENABLED)
#import <AppKit/NSOpenGLView.h>
#define RootView NSOpenGLView
#else
#define RootView NSView
#endif
#import <QuartzCore/CAMetalLayer.h>
@interface GodotContentLayerDelegate : NSObject <CALayerDelegate> {
DisplayServer::WindowID window_id;
}
- (void)setWindowID:(DisplayServer::WindowID)wid;
@end
@interface GodotContentView : RootView <NSTextInputClient> {
DisplayServer::WindowID window_id;
NSTrackingArea *tracking_area;
NSMutableAttributedString *marked_text;
bool ime_input_event_in_progress;
bool mouse_down_control;
bool ignore_momentum_scroll;
bool last_pen_inverted;
id layer_delegate;
}
- (void)processScrollEvent:(NSEvent *)event button:(MouseButton)button factor:(double)factor;
- (void)processPanEvent:(NSEvent *)event dx:(double)dx dy:(double)dy;
- (void)processMouseEvent:(NSEvent *)event index:(MouseButton)index mask:(MouseButton)mask pressed:(bool)pressed;
- (void)setWindowID:(DisplayServer::WindowID)wid;
- (void)updateLayerDelegate;
- (void)cancelComposition;
@end
#endif // GODOT_CONTENT_VIEW_H