/* * DISTRHO Plugin Framework (DPF) * Copyright (C) 2012-2022 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 }; /** 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 = 0x08, kKeyEscape = 0x1B, kKeyDelete = 0x7F, // Backwards compatibility with old DPF kCharBackspace DISTRHO_DEPRECATED_BY("kKeyBackspace") = kKeyBackspace, kCharEscape DISTRHO_DEPRECATED_BY("kKeyEscape") = kKeyEscape, kCharDelete DISTRHO_DEPRECATED_BY("kKeyDelete") = kKeyDelete, // Unicode Private Use Area kKeyF1 = 0xE000, kKeyF2, kKeyF3, kKeyF4, kKeyF5, kKeyF6, kKeyF7, kKeyF8, kKeyF9, kKeyF10, kKeyF11, kKeyF12, kKeyLeft, kKeyUp, kKeyRight, kKeyDown, kKeyPageUp, kKeyPageDown, kKeyHome, kKeyEnd, kKeyInsert, kKeyShift, kKeyShiftL = kKeyShift, kKeyShiftR, kKeyControl, kKeyControlL = kKeyControl, kKeyControlR, kKeyAlt, kKeyAltL = kKeyAlt, kKeyAltR, kKeySuper, kKeySuperL = kKeySuper, kKeySuperR, kKeyMenu, kKeyCapsLock, kKeyScrollLock, kKeyNumLock, kKeyPrintScreen, kKeyPause }; /** 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 kMouseCursorDiagonal, ///< Top-left to bottom-right arrow for diagonal resize kMouseCursorAntiDiagonal ///< Bottom-left to top-right arrow for diagonal resize }; /** 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