/* * DISTRHO Plugin Framework (DPF) * Copyright (C) 2012-2024 Filipe Coelho * * Permission to use, copy, modify, and/or distribute this software for any purpose with * or without fee is hereby granted, provided that the above copyright notice and this * permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD * TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN * NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL * DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #ifndef DGL_BASE_HPP_INCLUDED #define DGL_BASE_HPP_INCLUDED #include "../distrho/extra/LeakDetector.hpp" #include "../distrho/extra/ScopedPointer.hpp" // -------------------------------------------------------------------------------------------------------------------- // Define namespace #ifndef DGL_NAMESPACE # define DGL_NAMESPACE DGL #endif #define START_NAMESPACE_DGL namespace DGL_NAMESPACE { #define END_NAMESPACE_DGL } #define USE_NAMESPACE_DGL using namespace DGL_NAMESPACE; START_NAMESPACE_DGL // -------------------------------------------------------------------------------------------------------------------- // Base DGL enums /** Keyboard modifier flags. */ enum Modifier { kModifierShift = 1U << 0U, ///< Shift key kModifierControl = 1U << 1U, ///< Control key kModifierAlt = 1U << 2U, ///< Alt/Option key kModifierSuper = 1U << 3U, ///< Mod4/Command/Windows key kModifierNumLock = 1U << 4U, ///< Num lock enabled kModifierScrollLock = 1U << 5U, ///< Scroll lock enabled kModifierCapsLock = 1U << 6U, ///< Caps lock enabled }; /** Keyboard key codepoints. All keys are identified by a Unicode code point in Widget::KeyboardEvent::key. This enumeration defines constants for special keys that do not have a standard code point, and some convenience constants for control characters. Note that all keys are handled in the same way, this enumeration is just for convenience when writing hard-coded key bindings. Keys that do not have a standard code point use values in the Private Use Area in the Basic Multilingual Plane (`U+E000` to `U+F8FF`). Applications must take care to not interpret these values beyond key detection, the mapping used here is arbitrary and specific to DPF. */ enum Key { // Convenience symbols for ASCII control characters kKeyBackspace = 0x00000008U, ///< Backspace kKeyTab = 0x00000009U, ///< Tab kKeyEnter = 0x0000000DU, ///< Enter kKeyEscape = 0x0000001BU, ///< Escape kKeyDelete = 0x0000007FU, ///< Delete kKeySpace = 0x00000020U, ///< Space // Unicode Private Use Area kKeyF1 = 0xE000U, ///< F1 kKeyF2, ///< F2 kKeyF3, ///< F3 kKeyF4, ///< F4 kKeyF5, ///< F5 kKeyF6, ///< F6 kKeyF7, ///< F7 kKeyF8, ///< F8 kKeyF9, ///< F9 kKeyF10, ///< F10 kKeyF11, ///< F11 kKeyF12, ///< F12 kKeyPageUp = 0xE031U, ///< Page Up kKeyPageDown, ///< Page Down kKeyEnd, ///< End kKeyHome, ///< Home kKeyLeft, ///< Left kKeyUp, ///< Up kKeyRight, ///< Right kKeyDown, ///< Down kKeyPrintScreen = 0xE041U, ///< Print Screen kKeyInsert, ///< Insert kKeyPause, ///< Pause/Break kKeyMenu, ///< Menu kKeyNumLock, ///< Num Lock kKeyScrollLock, ///< Scroll Lock kKeyCapsLock, ///< Caps Lock kKeyShiftL = 0xE051U, ///< Left Shift kKeyShiftR, ///< Right Shift kKeyControlL, ///< Left Control kKeyControlR, ///< Right Control kKeyAltL, ///< Left Alt kKeyAltR, ///< Right Alt / AltGr kKeySuperL, ///< Left Super kKeySuperR, ///< Right Super kKeyPad0 = 0xE060U, ///< Keypad 0 kKeyPad1, ///< Keypad 1 kKeyPad2, ///< Keypad 2 kKeyPad3, ///< Keypad 3 kKeyPad4, ///< Keypad 4 kKeyPad5, ///< Keypad 5 kKeyPad6, ///< Keypad 6 kKeyPad7, ///< Keypad 7 kKeyPad8, ///< Keypad 8 kKeyPad9, ///< Keypad 9 kKeyPadEnter, ///< Keypad Enter kKeyPadPageUp = 0xE071U, ///< Keypad Page Up kKeyPadPageDown, ///< Keypad Page Down kKeyPadEnd, ///< Keypad End kKeyPadHome, ///< Keypad Home kKeyPadLeft, ///< Keypad Left kKeyPadUp, ///< Keypad Up kKeyPadRight, ///< Keypad Right kKeyPadDown, ///< Keypad Down kKeyPadClear = 0xE09DU, ///< Keypad Clear/Begin kKeyPadInsert, ///< Keypad Insert kKeyPadDelete, ///< Keypad Delete kKeyPadEqual, ///< Keypad Equal kKeyPadMultiply = 0xE0AAU, ///< Keypad Multiply kKeyPadAdd, ///< Keypad Add kKeyPadSeparator, ///< Keypad Separator kKeyPadSubtract, ///< Keypad Subtract kKeyPadDecimal, ///< Keypad Decimal kKeyPadDivide, ///< Keypad Divide // Backwards compatibility with old DPF kCharBackspace DISTRHO_DEPRECATED_BY("kKeyBackspace") = kKeyBackspace, kCharEscape DISTRHO_DEPRECATED_BY("kKeyEscape") = kKeyEscape, kCharDelete DISTRHO_DEPRECATED_BY("kKeyDelete") = kKeyDelete, kKeyShift DISTRHO_DEPRECATED_BY("kKeyShiftL") = kKeyShiftL, kKeyControl DISTRHO_DEPRECATED_BY("kKeyControlL") = kKeyControlL, kKeyAlt DISTRHO_DEPRECATED_BY("kKeyAltL") = kKeyAltL, kKeySuper DISTRHO_DEPRECATED_BY("kKeySuperL") = kKeySuperL, }; /** Common flags for all events. */ enum EventFlag { kFlagSendEvent = 1, ///< Event is synthetic kFlagIsHint = 2, ///< Event is a hint (not direct user input) }; /** Reason for a crossing event. */ enum CrossingMode { kCrossingNormal, ///< Crossing due to pointer motion kCrossingGrab, ///< Crossing due to a grab kCrossingUngrab, ///< Crossing due to a grab release }; /** A mouse button. Mouse button numbers start from 1, and are ordered: primary, secondary, middle. So, on a typical right-handed mouse, the button numbers are: Left: 1 Right: 2 Middle (often a wheel): 3 Higher button numbers are reported in the same order they are represented on the system. There is no universal standard here, but buttons 4 and 5 are typically a pair of buttons or a rocker, which are usually bound to "back" and "forward" operations. Note that these numbers may differ from those used on the underlying platform, since they are manipulated to provide a consistent portable API. */ enum MouseButton { kMouseButtonLeft = 1, kMouseButtonRight, kMouseButtonMiddle, }; /** A mouse cursor type. This is a portable subset of mouse cursors that exist on X11, MacOS, and Windows. */ enum MouseCursor { kMouseCursorArrow, ///< Default pointing arrow kMouseCursorCaret, ///< Caret (I-Beam) for text entry kMouseCursorCrosshair, ///< Cross-hair kMouseCursorHand, ///< Hand with a pointing finger kMouseCursorNotAllowed, ///< Operation not allowed kMouseCursorLeftRight, ///< Left/right arrow for horizontal resize kMouseCursorUpDown, ///< Up/down arrow for vertical resize kMouseCursorUpLeftDownRight, ///< Diagonal arrow for down/right resize kMouseCursorUpRightDownLeft, ///< Diagonal arrow for down/left resize kMouseCursorAllScroll, ///< Omnidirectional "arrow" for scrolling // Backwards compatibility with old DPF kMouseCursorDiagonal DISTRHO_DEPRECATED_BY("kMouseCursorUpLeftDownRight") = kMouseCursorUpLeftDownRight, kMouseCursorAntiDiagonal DISTRHO_DEPRECATED_BY("kMouseCursorUpRightDownLeft") = kMouseCursorUpRightDownLeft, }; /** Scroll direction. Describes the direction of a scroll event along with whether the scroll is a "smooth" scroll. The discrete directions are for devices like mouse wheels with constrained axes, while a smooth scroll is for those with arbitrary scroll direction freedom, like some touchpads. */ enum ScrollDirection { kScrollUp, ///< Scroll up kScrollDown, ///< Scroll down kScrollLeft, ///< Scroll left kScrollRight, ///< Scroll right kScrollSmooth, ///< Smooth scroll in any direction }; /** A clipboard data offer. @see Window::onClipboardDataOffer */ struct ClipboardDataOffer { /** The id of this data offer. @note The value 0 is reserved for null/invalid. */ uint32_t id; /** The type of this data offer. Usually a MIME type, but may also be another platform-specific type identifier. */ const char* type; }; // -------------------------------------------------------------------------------------------------------------------- // Base DGL classes /** Graphics context, definition depends on build type. */ struct GraphicsContext {}; /** Idle callback. */ struct IdleCallback { virtual ~IdleCallback() {} virtual void idleCallback() = 0; }; // -------------------------------------------------------------------------------------------------------------------- END_NAMESPACE_DGL #ifndef DONT_SET_USING_DGL_NAMESPACE // If your code uses a lot of DGL classes, then this will obviously save you // a lot of typing, but can be disabled by setting DONT_SET_USING_DGL_NAMESPACE. using namespace DGL_NAMESPACE; #endif // -------------------------------------------------------------------------------------------------------------------- #endif // DGL_BASE_HPP_INCLUDED