/**************************************************************************/ /* embedded_process.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 EMBEDDED_PROCESS_H #define EMBEDDED_PROCESS_H #include "scene/gui/control.h" class EmbeddedProcess : public Control { GDCLASS(EmbeddedProcess, Control); bool application_has_focus = true; uint64_t last_application_focus_time = 0; OS::ProcessID focused_process_id = 0; OS::ProcessID current_process_id = 0; bool embedding_grab_focus = false; bool embedding_completed = false; uint64_t start_embedding_time = 0; bool updated_embedded_process_queued = false; bool last_updated_embedded_process_focused = false; Window *window = nullptr; Timer *timer_embedding = nullptr; Timer *timer_update_embedded_process = nullptr; const int embedding_timeout = 45000; bool keep_aspect = false; Size2i window_size; Ref focus_style_box; Point2i margin_top_left; Point2i margin_bottom_right; Rect2i last_global_rect; void _try_embed_process(); void _update_embedded_process(); void _timer_embedding_timeout(); void _timer_update_embedded_process_timeout(); void _draw(); void _check_mouse_over(); void _check_focused_process_id(); bool _is_embedded_process_updatable(); Rect2i _get_global_embedded_window_rect(); Window *_get_current_modal_window(); protected: static void _bind_methods(); void _notification(int p_what); public: void embed_process(OS::ProcessID p_pid); void reset(); void request_close(); void set_window_size(const Size2i p_window_size); void set_keep_aspect(bool p_keep_aspect); void queue_update_embedded_process(); Rect2i get_adjusted_embedded_window_rect(Rect2i p_rect); Rect2i get_screen_embedded_window_rect(); int get_margin_size(Side p_side) const; Size2 get_margins_size(); bool is_embedding_in_progress(); bool is_embedding_completed(); int get_embedded_pid() const; EmbeddedProcess(); ~EmbeddedProcess(); }; #endif // EMBEDDED_PROCESS_H