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On at least iOS 26 using a temporary window frame is unreliable. This change tries to use an existing window for any non-standalone app. It also updates the details on any changes, such as when the device orientation changes.
243 lines
11 KiB
C++
243 lines
11 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE framework.
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Copyright (c) Raw Material Software Limited
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JUCE is an open source framework subject to commercial or open source
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licensing.
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By downloading, installing, or using the JUCE framework, or combining the
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JUCE framework with any other source code, object code, content or any other
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copyrightable work, you agree to the terms of the JUCE End User Licence
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Agreement, and all incorporated terms including the JUCE Privacy Policy and
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the JUCE Website Terms of Service, as applicable, which will bind you. If you
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do not agree to the terms of these agreements, we will not license the JUCE
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framework to you, and you must discontinue the installation or download
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process and cease use of the JUCE framework.
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JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
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JUCE Privacy Policy: https://juce.com/juce-privacy-policy
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JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
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Or:
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You may also use this code under the terms of the AGPLv3:
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https://www.gnu.org/licenses/agpl-3.0.en.html
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THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
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WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Manages details about connected display devices.
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@tags{GUI}
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*/
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class JUCE_API Displays
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{
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private:
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Displays (const Desktop&);
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public:
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//==============================================================================
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/** Represents a connected display device. */
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struct JUCE_API Display
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{
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/** This will be true if this is the user's main display device. */
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bool isMain;
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/** The total area of this display in logical pixels including any OS-dependent objects
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like the taskbar, menu bar, etc.
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On mobile (Android, iOS) this is the full area of the display.
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*/
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Rectangle<int> totalArea;
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/** The total area of this display in logical pixels which isn't covered by OS-dependent
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objects like the taskbar, menu bar, etc.
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On mobile (iOS, Android), the system UI will be made transparent whenever possible, and
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the JUCE app may draw behind these bars. Therefore, on these platforms, the userArea
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is *not* restricted by the system UI. Instead, potentially-obscured areas of the
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display can be found by querying the safeAreaInsets and keyboardInsets.
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Mobile platforms that support multiple windows (e.g. Android in split screen) will
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return the screen area currently available to the application here. The resulting
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area may be significantly smaller than the total screen area, but may overlap the
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system decorations.
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*/
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Rectangle<int> userArea;
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/** Represents the area of this display in logical pixels that is not functional for
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displaying content.
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These insets are applied relative to the userArea.
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On mobile devices this may be the area covered by display cutouts and notches, where
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you still want to draw a background but should not position important content.
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Note that these insets may change depending on the current state of the system.
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As a simple example, entering/leaving kiosk mode may cause the system UI visibility
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to change, which may affect the safe areas.
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A more complex example would be split-screen state on Android, where an activity
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occupying the top portion of the screen is likely to have insets for the status bar but
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not the navigation bar, whereas an activity on the bottom may have navigation insets
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but not status insets.
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The insets may also change as a result of rotating the screen, as this will rotate any
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physical screen cutouts, and could also cause system UI elements to be repositioned.
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*/
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BorderSize<int> safeAreaInsets;
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/** Represents the area of this display in logical pixels that is obscured by an
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onscreen keyboard.
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This is currently only supported on iOS, and on Android 11+.
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This will only return the bounds of the keyboard when it is in 'docked' mode.
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If the keyboard is floating (e.g. on an iPad using the split keyboard mode),
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no insets will be reported.
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*/
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BorderSize<int> keyboardInsets;
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/** The top-left of this display in physical coordinates. */
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Point<int> topLeftPhysical;
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/** The scale factor of this display.
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For higher-resolution displays, or displays with a user-defined scale factor set,
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this may be a value other than 1.0.
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This value is used to convert between physical and logical pixels. For example, a Component
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with size 10x10 will use 20x20 physical pixels on a display with a scale factor of 2.0.
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*/
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double scale;
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/** The DPI of the display.
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This is the number of physical pixels per inch. To get the number of logical
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pixels per inch, divide this by the Display::scale value.
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*/
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double dpi;
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/** The vertical refresh rate of the display if applicable.
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Currently this is only used on Linux for display rate repainting.
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*/
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std::optional<double> verticalFrequencyHz;
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};
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//==============================================================================
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/** Converts an integer Rectangle from physical to logical pixels.
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If useScaleFactorOfDisplay is not null then its scale factor will be used for the conversion
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regardless of the display that the Rectangle to be converted is on.
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*/
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Rectangle<int> physicalToLogical (Rectangle<int> physicalRect,
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const Display* useScaleFactorOfDisplay = nullptr) const noexcept;
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/** Converts a floating-point Rectangle from physical to logical pixels.
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If useScaleFactorOfDisplay is not null then its scale factor will be used for the conversion
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regardless of the display that the Rectangle to be converted is on.
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*/
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Rectangle<float> physicalToLogical (Rectangle<float> physicalRect,
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const Display* useScaleFactorOfDisplay = nullptr) const noexcept;
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/** Converts an integer Rectangle from logical to physical pixels.
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If useScaleFactorOfDisplay is not null then its scale factor will be used for the conversion
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regardless of the display that the Rectangle to be converted is on.
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*/
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Rectangle<int> logicalToPhysical (Rectangle<int> logicalRect,
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const Display* useScaleFactorOfDisplay = nullptr) const noexcept;
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/** Converts a floating-point Rectangle from logical to physical pixels.
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If useScaleFactorOfDisplay is not null then its scale factor will be used for the conversion
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regardless of the display that the Rectangle to be converted is on.
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*/
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Rectangle<float> logicalToPhysical (Rectangle<float> logicalRect,
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const Display* useScaleFactorOfDisplay = nullptr) const noexcept;
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/** Converts a Point from physical to logical pixels.
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If useScaleFactorOfDisplay is not null then its scale factor will be used for the conversion
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regardless of the display that the Point to be converted is on.
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*/
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template <typename ValueType>
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Point<ValueType> physicalToLogical (Point<ValueType> physicalPoint,
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const Display* useScaleFactorOfDisplay = nullptr) const noexcept;
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/** Converts a Point from logical to physical pixels.
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If useScaleFactorOfDisplay is not null then its scale factor will be used for the conversion
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regardless of the display that the Point to be converted is on.
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*/
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template <typename ValueType>
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Point<ValueType> logicalToPhysical (Point<ValueType> logicalPoint,
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const Display* useScaleFactorOfDisplay = nullptr) const noexcept;
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/** Returns the Display object representing the display containing a given Rectangle (either
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in logical or physical pixels), or nullptr if there are no connected displays.
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If the Rectangle lies outside all the displays then the nearest one will be returned.
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*/
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const Display* getDisplayForRect (Rectangle<int> rect, bool isPhysical = false) const noexcept;
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/** Returns the Display object representing the display containing a given Point (either
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in logical or physical pixels), or nullptr if there are no connected displays.
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If the Point lies outside all the displays then the nearest one will be returned.
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*/
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const Display* getDisplayForPoint (Point<int> point, bool isPhysical = false) const noexcept;
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/** Returns the Display object representing the display acting as the user's main screen, or nullptr
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if there are no connected displays.
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*/
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const Display* getPrimaryDisplay() const noexcept;
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/** Returns a RectangleList made up of all the displays in LOGICAL pixels. */
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RectangleList<int> getRectangleList (bool userAreasOnly) const;
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/** Returns the smallest bounding box which contains all the displays in LOGICAL pixels. */
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Rectangle<int> getTotalBounds (bool userAreasOnly) const;
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/** An Array containing the Display objects for all of the connected displays. */
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Array<Display> displays;
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/** @cond */
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/** @internal */
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void refresh();
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[[deprecated ("Use the getDisplayForPoint or getDisplayForRect methods instead "
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"as they can deal with converting between logical and physical pixels.")]]
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const Display& getDisplayContaining (Point<int> position) const noexcept;
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// These methods have been deprecated - use the methods which return a Display* instead as they will return
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// nullptr on headless systems with no connected displays
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[[deprecated]] const Display& findDisplayForRect (Rectangle<int>, bool isPhysical = false) const noexcept;
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[[deprecated]] const Display& findDisplayForPoint (Point<int>, bool isPhysical = false) const noexcept;
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[[deprecated]] const Display& getMainDisplay() const noexcept;
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/** @endcond */
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private:
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friend class Desktop;
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void init (const Desktop&);
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void findDisplays (const Desktop& desktop);
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void updateToLogical();
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Display emptyDisplay;
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};
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} // namespace juce
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