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//
// LLOpenGLView.h
// SecondLife
//
// Created by Geenz on 10/2/12.
//
//
#ifndef LLOpenGLView_H
#define LLOpenGLView_H
#import <Cocoa/Cocoa.h>
#import <IOKit/IOKitLib.h>
#import <CoreFoundation/CFBase.h>
#import <CoreFoundation/CFNumber.h>
#include <string>
@interface LLOpenGLView : NSOpenGLView <NSTextInputClient>
{
std::string mLastDraggedUrl;
unsigned int mModifiers;
float mMousePos[2];
bool mHasMarkedText;
unsigned int mMarkedTextLength;
NSAttributedString *mMarkedText;
bool mMarkedTextAllowed;
}
- (id) initWithSamples:(NSUInteger)samples;
- (id) initWithSamples:(NSUInteger)samples andVsync:(BOOL)vsync;
- (id) initWithFrame:(NSRect)frame withSamples:(NSUInteger)samples andVsync:(BOOL)vsync;
- (void)commitCurrentPreedit;
// rebuildContext
// Destroys and recreates a context with the view's internal format set via setPixelFormat;
// Use this in event of needing to rebuild a context for whatever reason, without needing to assign a new pixel format.
- (BOOL) rebuildContext;
// rebuildContextWithFormat
// Destroys and recreates a context with the specified pixel format.
- (BOOL) rebuildContextWithFormat:(NSOpenGLPixelFormat *)format;
// These are mostly just for C++ <-> Obj-C interop. We can manipulate the CGLContext from C++ without reprecussions.
- (CGLContextObj) getCGLContextObj;
- (CGLPixelFormatObj*)getCGLPixelFormatObj;
- (unsigned long) getVramSize;
- (void) allowMarkedTextInput:(bool)allowed;
@end
@interface LLUserInputWindow : NSPanel
@end
@interface LLNonInlineTextView : NSTextView
{
LLOpenGLView *glview;
}
- (void) setGLView:(LLOpenGLView*)view;
@end
@interface LLNSWindow : NSWindow
- (NSPoint)convertToScreenFromLocalPoint:(NSPoint)point relativeToView:(NSView *)view;
- (NSPoint)flipPoint:(NSPoint)aPoint;
@end
@interface NSScreen (PointConversion)
/*
Returns the screen where the mouse resides
*/
+ (NSScreen *)currentScreenForMouseLocation;
/*
Allows you to convert a point from global coordinates to the current screen coordinates.
*/
- (NSPoint)convertPointToScreenCoordinates:(NSPoint)aPoint;
/*
Allows to flip the point coordinates, so y is 0 at the top instead of the bottom. x remains the same
*/
- (NSPoint)flipPoint:(NSPoint)aPoint;
@end
#endif
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