godot/servers/display_server_headless.h

138 lines
7.8 KiB
C++
Raw Normal View History

/*************************************************************************/
/* display_server_headless.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef DISPLAY_SERVER_HEADLESS_H
#define DISPLAY_SERVER_HEADLESS_H
#include "servers/display_server.h"
#include "servers/rendering/dummy/rasterizer_dummy.h"
class DisplayServerHeadless : public DisplayServer {
private:
friend class DisplayServer;
static Vector<String> get_rendering_drivers_func() {
Vector<String> drivers;
drivers.push_back("dummy");
return drivers;
}
static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, Error &r_error) {
r_error = OK;
RasterizerDummy::make_current();
return memnew(DisplayServerHeadless());
}
public:
bool has_feature(Feature p_feature) const override { return false; }
String get_name() const override { return "headless"; }
int get_screen_count() const override { return 0; }
Point2i screen_get_position(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Point2i(); }
Size2i screen_get_size(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Size2i(); }
Rect2i screen_get_usable_rect(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Rect2i(); }
int screen_get_dpi(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return 96; /* 0 might cause issues */ }
float screen_get_scale(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return 1; }
float screen_get_max_scale() const override { return 1; }
float screen_get_refresh_rate(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return SCREEN_REFRESH_RATE_FALLBACK; }
Vector<DisplayServer::WindowID> get_window_list() const override { return Vector<DisplayServer::WindowID>(); }
WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i()) override { return 0; }
void show_window(WindowID p_id) override {}
void delete_sub_window(WindowID p_id) override {}
WindowID get_window_at_screen_position(const Point2i &p_position) const override { return 0; }
void window_attach_instance_id(ObjectID p_instance, WindowID p_window = MAIN_WINDOW_ID) override {}
ObjectID window_get_attached_instance_id(WindowID p_window = MAIN_WINDOW_ID) const override { return ObjectID(); }
void window_set_rect_changed_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_window_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_input_event_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_input_text_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_drop_files_callback(const Callable &p_callable, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_title(const String &p_title, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_mouse_passthrough(const Vector<Vector2> &p_region, WindowID p_window = MAIN_WINDOW_ID) override {}
int window_get_current_screen(WindowID p_window = MAIN_WINDOW_ID) const override { return -1; }
void window_set_current_screen(int p_screen, WindowID p_window = MAIN_WINDOW_ID) override {}
Point2i window_get_position(WindowID p_window = MAIN_WINDOW_ID) const override { return Point2i(); }
Point2i window_get_position_with_decorations(WindowID p_window = MAIN_WINDOW_ID) const override { return Point2i(); }
void window_set_position(const Point2i &p_position, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_transient(WindowID p_window, WindowID p_parent) override {}
void window_set_max_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {}
Size2i window_get_max_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }
void window_set_min_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {}
Size2i window_get_min_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }
void window_set_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {}
Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }
Size2i window_get_size_with_decorations(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }
void window_set_mode(WindowMode p_mode, WindowID p_window = MAIN_WINDOW_ID) override {}
WindowMode window_get_mode(WindowID p_window = MAIN_WINDOW_ID) const override { return WINDOW_MODE_MINIMIZED; }
void window_set_vsync_mode(VSyncMode p_vsync_mode, WindowID p_window = MAIN_WINDOW_ID) override {}
VSyncMode window_get_vsync_mode(WindowID p_window) const override { return VSyncMode::VSYNC_ENABLED; }
bool window_is_maximize_allowed(WindowID p_window = MAIN_WINDOW_ID) const override { return false; }
void window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window = MAIN_WINDOW_ID) override {}
bool window_get_flag(WindowFlags p_flag, WindowID p_window = MAIN_WINDOW_ID) const override { return false; }
void window_request_attention(WindowID p_window = MAIN_WINDOW_ID) override {}
void window_move_to_foreground(WindowID p_window = MAIN_WINDOW_ID) override {}
bool window_can_draw(WindowID p_window = MAIN_WINDOW_ID) const override { return false; }
bool can_any_window_draw() const override { return false; }
void window_set_ime_active(const bool p_active, WindowID p_window = MAIN_WINDOW_ID) override {}
void window_set_ime_position(const Point2i &p_pos, WindowID p_window = MAIN_WINDOW_ID) override {}
void process_events() override {}
void set_icon(const Ref<Image> &p_icon) override {}
DisplayServerHeadless() {}
~DisplayServerHeadless() {}
};
#endif // DISPLAY_SERVER_HEADLESS_H