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https://github.com/nillerusr/source-engine.git
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109 lines
3.1 KiB
C
109 lines
3.1 KiB
C
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
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//
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// Purpose:
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//=============================================================================//
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#ifndef UITOPLEVELWINDOWOPENVROVERLAY_H
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#define UITOPLEVELWINDOWOPENVROVERLAY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <openvr.h>
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namespace panorama
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{
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class CTopLevelWindowOverlay;
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class CTopLevelWindowOpenVROverlay : public CTopLevelWindow
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{
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typedef CTopLevelWindow BaseClass;
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public:
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CTopLevelWindowOpenVROverlay( CUIEngine *pUIEngineParent );
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virtual ~CTopLevelWindowOpenVROverlay();
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// Initialize backing surface for window
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virtual bool BInitializeSurface( int nWidth, int nHeight, vr::VROverlayHandle_t ulOverlayHandle );
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// Run any per window frame func logic
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virtual void RunPlatformFrame();
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// Resize the window to specified dimensions
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virtual void OnWindowResize( uint32 nWidth, uint32 nHeight );
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// Window position management
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virtual void SetWindowPosition( float x, float y );
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virtual void GetWindowPosition( float &x, float &y );
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virtual void GetWindowBounds( float &left, float &top, float &right, float &bottom );
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virtual void GetClientDimensions( float &width, float &height );
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virtual void Activate( bool bForceful );
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virtual bool BHasFocus() { return m_bFocus; }
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virtual bool BIsFullscreen() { return m_bFullScreen; }
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virtual void* GetNativeWindowHandle() { return 0; }
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virtual bool BAllowInput( InputMessage_t &msg );
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virtual bool BIsVisible() { return m_bVisible; }
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virtual void SetVisible( bool bVisible ) { AssertMsg( false, "SetVisible not implemented on CTopLevelWindowOverlay" ); }
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void SetInputEnabled( bool bEnabled ) { m_bInputEnabled = bEnabled; }
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// Clear color for the window, normally black, transparent for overlay
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virtual Color GetClearColor() { return Color( 0, 0, 0, 0 ); }
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// Necessary for generating mouse enter & leave events on windows
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bool IsMouseOver() { return m_bMouseOverWindow; }
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void OnMouseEnter();
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void OnMouseLeave() { m_bMouseOverWindow = false; }
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void SetMouseCursor( EMouseCursors eCursor );
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bool SetGameProcessInfo( AppId_t nAppId, bool bCanSharedSurfaces, int32 eTextureFormat );
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void ProcessInputEvents();
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bool BVisiblityChanged() const { return m_bVisibleThisFrame != m_bVisibleLastFrame; }
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void PushOverlayRenderCmdStream( CSharedMemStream *pRenderStream, unsigned long dwPID, float flOpacity, EOverlayWindowAlignment alignment );
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void SetGameWindowSize( uint32 nWidth, uint32 nHeight );
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void SetFixedSurfaceSize( uint32 unSurfaceWidth, uint32 unSurfaceHeight );
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void OnMouseMove( float x, float y );
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void SetFocus( bool bFocus );
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#ifdef DBGFLAG_VALIDATE
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virtual void Validate( CValidator &validator, const tchar *pchName );
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#endif
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protected:
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virtual void Shutdown();
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private:
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IUI3DSurface *m_p3DSurface;
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bool m_bMouseOverWindow;
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bool m_bInputEnabled;
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bool m_bFocus;
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bool m_bCanShareSurfaces;
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bool m_bVisibleThisFrame;
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bool m_bVisibleLastFrame;
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uint32 m_unGameWidth;
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uint32 m_unGameHeight;
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bool m_bFullScreen;
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bool m_bVisible;
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vr::VROverlayHandle_t m_ulOverlayHandle;
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};
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} // namespace panorama
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#endif // UITOPLEVELWINDOWOPENVROVERLAY_H
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