/************************************************************** * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ #ifndef _SV_SALFRAME_H #define _SV_SALFRAME_H #include "vcl/sysdata.hxx" #include "aqua/salmenu.h" #include "aqua/saldata.hxx" #include "aqua/aquavcltypes.h" #include "salframe.hxx" #include #include #include #include class AquaSalGraphics; class AquaSalFrame; class AquaSalTimer; class AquaSalInstance; class AquaSalMenu; class AquaBlinker; typedef struct SalFrame::SalPointerState SalPointerState; // ---------------- // - AquaSalFrame - // ---------------- class AquaSalFrame : public SalFrame { public: NSWindow* mpNSWindow; // Cocoa window NSView* mpNSView; // Cocoa view (actually a custom view) NSMenuItem* mpDockMenuEntry; // entry in the dynamic dock menu NSRect maScreenRect; // for mirroring purposes AquaSalGraphics* mpGraphics; // current frame graphics AquaSalFrame* mpParent; // pointer to parent frame SystemEnvData maSysData; // system data int mnMinWidth; // min. client width in pixels int mnMinHeight; // min. client height in pixels int mnMaxWidth; // max. client width in pixels int mnMaxHeight; // max. client height in pixels NSRect maFullScreenRect; // old window size when in FullScreen bool mbGraphics:1; // is Graphics used? bool mbFullScreen:1; // is Window in FullScreen? bool mbShown:1; bool mbInitShow:1; bool mbPositioned:1; bool mbSized:1; bool mbPresentation:1; sal_uLong mnStyle; unsigned int mnStyleMask; // our style mask from NSWindow creation sal_uLong mnLastEventTime; unsigned int mnLastModifierFlags; AquaSalMenu* mpMenu; SalExtStyle mnExtStyle; // currently document frames are marked this way PointerStyle mePointerStyle; // currently active pointer style NSTrackingRectTag mnTrackingRectTag; // used to get enter/leave messages CGMutablePathRef mrClippingPath; // used for "shaping" std::vector< CGRect > maClippingRects; std::list maBlinkers; Rectangle maInvalidRect; sal_uLong mnICOptions; boost::shared_ptr< Timer > mpActivityTimer; // Timer to prevent system sleep during presentation public: /** Constructor Creates a system window and connects this frame with it. @throws std::runtime_error in case window creation fails */ AquaSalFrame( SalFrame* pParent, sal_uLong salFrameStyle ); virtual ~AquaSalFrame(); virtual SalGraphics* GetGraphics(); virtual void ReleaseGraphics( SalGraphics* pGraphics ); virtual sal_Bool PostEvent( void* pData ); virtual void SetTitle( const XubString& rTitle ); virtual void SetIcon( sal_uInt16 nIcon ); virtual void SetRepresentedURL( const rtl::OUString& ); virtual void SetMenu( SalMenu* pSalMenu ); virtual void DrawMenuBar(); virtual void Show( sal_Bool bVisible, sal_Bool bNoActivate = sal_False ); virtual void Enable( sal_Bool bEnable ); virtual void SetMinClientSize( long nWidth, long nHeight ); virtual void SetMaxClientSize( long nWidth, long nHeight ); virtual void SetPosSize( long nX, long nY, long nWidth, long nHeight, sal_uInt16 nFlags ); virtual void GetClientSize( long& rWidth, long& rHeight ); virtual void GetWorkArea( Rectangle& rRect ); virtual SalFrame* GetParent() const; virtual void SetWindowState( const SalFrameState* pState ); virtual sal_Bool GetWindowState( SalFrameState* pState ); virtual void ShowFullScreen( sal_Bool bFullScreen, sal_Int32 nDisplay ); virtual void StartPresentation( sal_Bool bStart ); virtual void SetAlwaysOnTop( sal_Bool bOnTop ); virtual void ToTop( sal_uInt16 nFlags ); virtual void SetPointer( PointerStyle ePointerStyle ); virtual void CaptureMouse( sal_Bool bMouse ); virtual void SetPointerPos( long nX, long nY ); virtual void Flush( void ); virtual void Flush( const Rectangle& ); virtual void Sync(); virtual void SetInputContext( SalInputContext* pContext ); virtual void EndExtTextInput( sal_uInt16 nFlags ); virtual String GetKeyName( sal_uInt16 nKeyCode ); virtual String GetSymbolKeyName( const XubString& rFontName, sal_uInt16 nKeyCode ); virtual sal_Bool MapUnicodeToKeyCode( sal_Unicode aUnicode, LanguageType aLangType, KeyCode& rKeyCode ); virtual LanguageType GetInputLanguage(); virtual SalBitmap* SnapShot(); virtual void UpdateSettings( AllSettings& rSettings ); virtual void Beep( SoundType eSoundType ); virtual const SystemEnvData* GetSystemData() const; virtual SalPointerState GetPointerState(); virtual void SetParent( SalFrame* pNewParent ); virtual bool SetPluginParent( SystemParentData* pNewParent ); virtual void SetExtendedFrameStyle( SalExtStyle ); virtual void SetBackgroundBitmap( SalBitmap* ); virtual void SetScreenNumber(unsigned int); // shaped system windows // set clip region to none (-> rectangular windows, normal state) virtual void ResetClipRegion(); // start setting the clipregion consisting of nRects rectangles virtual void BeginSetClipRegion( sal_uLong nRects ); // add a rectangle to the clip region virtual void UnionClipRegion( long nX, long nY, long nWidth, long nHeight ); // done setting up the clipregion virtual void EndSetClipRegion(); virtual void SetClientSize( long nWidth, long nHeight ); void UpdateFrameGeometry(); // trigger painting of the window void SendPaintEvent( const Rectangle* pRect = NULL ); static bool isAlive( const AquaSalFrame* pFrame ) { return GetSalData()->maFrameCheck.find( pFrame ) != GetSalData()->maFrameCheck.end(); } static AquaSalFrame* GetCaptureFrame() { return s_pCaptureFrame; } NSWindow* getNSWindow() const { return mpNSWindow; } NSView* getNSView() const { return mpNSView; } unsigned int getStyleMask() const { return mnStyleMask; } void getResolution( sal_Int32& o_rDPIX, sal_Int32& o_rDPIY ); // actually the follwing methods do the same thing: flipping y coordinates // but having two of them makes clearer what the coordinate system // is supposed to be before and after void VCLToCocoa( NSRect& io_rRect, bool bRelativeToScreen = true ); void CocoaToVCL( NSRect& io_rRect, bool bRelativeToScreen = true ); void VCLToCocoa( NSPoint& io_rPoint, bool bRelativeToScreen = true ); void CocoaToVCL( NSPoint& io_Point, bool bRelativeToScreen = true ); NSCursor* getCurrentCursor() const; CGMutablePathRef getClipPath() const { return mrClippingPath; } // called by VCL_NSApplication to indicate screen settings have changed void screenParametersChanged(); private: // methods /** do things on initial show (like centering on parent or on screen) */ void initShow(); void initWindowAndView(); private: // data static AquaSalFrame* s_pCaptureFrame; // make AquaSalFrame non copyable AquaSalFrame( const AquaSalFrame& ); AquaSalFrame& operator=(const AquaSalFrame&); }; #endif // _SV_SALFRAME_H