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dab9901235
The wheel events will end up in GWidget::mousewheel_event(GMouseEvent&) on the client-side. This patch also implements basic wheel scrolling in GScrollableWidget via this mechanism. :^)
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
#pragma once
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#include <SharedGraphics/Rect.h>
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#include <SharedGraphics/Size.h>
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#include <SharedGraphics/Color.h>
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#include <Kernel/KeyCode.h>
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class WSScreen {
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public:
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WSScreen(unsigned width, unsigned height);
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~WSScreen();
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void set_resolution(int width, int height);
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int width() const { return m_width; }
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int height() const { return m_height; }
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RGBA32* scanline(int y);
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static WSScreen& the();
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Size size() const { return { width(), height() }; }
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Rect rect() const { return { 0, 0, width(), height() }; }
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void set_y_offset(int);
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Point cursor_location() const { return m_cursor_location; }
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unsigned mouse_button_state() const { return m_mouse_button_state; }
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void on_receive_mouse_data(int dx, int dy, int dz, unsigned buttons);
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void on_receive_keyboard_data(KeyEvent);
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private:
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RGBA32* m_framebuffer { nullptr };
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int m_width { 0 };
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int m_height { 0 };
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int m_framebuffer_fd { -1 };
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Point m_cursor_location;
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unsigned m_mouse_button_state { 0 };
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unsigned m_modifiers { 0 };
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};
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inline RGBA32* WSScreen::scanline(int y)
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{
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size_t pitch = sizeof(RGBA32) * width();
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return reinterpret_cast<RGBA32*>(((byte*)m_framebuffer) + (y * pitch));
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}
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