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#pragma once
#include "../Resource.hpp"
#include "Base.hpp"
#include <chrono>
#include <functional>
#include <memory>
#include <vector>
namespace cru::platform::native {
// The entry point of a ui application.
struct IUiApplication : public virtual INativeResource {
public:
static IUiApplication* GetInstance() { return instance; }
private:
static IUiApplication* instance;
protected:
IUiApplication();
public:
~IUiApplication() override;
// Block current thread and run the message loop. Return the exit code when
// message loop gets a quit message (possibly posted by method RequestQuit).
virtual int Run() = 0;
// Post a quit message with given quit code.
virtual void RequestQuit(int quit_code) = 0;
virtual void AddOnQuitHandler(std::function<void()> handler) = 0;
virtual void InvokeLater(std::function<void()> action) = 0;
// Timer id should always be positive and never the same. So it's ok to use
// negative value to represent no timer.
virtual long long SetTimeout(std::chrono::milliseconds milliseconds,
std::function<void()> action) = 0;
virtual long long SetInterval(std::chrono::milliseconds milliseconds,
std::function<void()> action) = 0;
// Implementation should guarantee calls on timer id already canceled have no
// effects and do not crash. Also canceling negative id should always result
// in no-op.
virtual void CancelTimer(long long id) = 0;
virtual std::vector<INativeWindow*> GetAllWindow() = 0;
virtual std::shared_ptr<INativeWindowResolver> CreateWindow(
INativeWindow* parent) = 0;
virtual cru::platform::graph::IGraphFactory* GetGraphFactory() = 0;
virtual ICursorManager* GetCursorManager() = 0;
virtual IInputMethodManager* GetInputMethodManager() = 0;
};
// Bootstrap from this.
std::unique_ptr<IUiApplication> CreateUiApplication();
} // namespace cru::platform::native
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