1631 lines
74 KiB
ObjectPascal

{
Copyright 2005-2012 Sandy Barbour and Ben Supnik All rights reserved. See
license.txt for usage. X-Plane SDK Version: 2.1.1
}
UNIT XPLMDisplay;
INTERFACE
{
This API provides the basic hooks to draw in X-Plane and create user
interface. All X-Plane drawing is done in OpenGL. The X-Plane plug-in
manager takes care of properly setting up the OpenGL context and matrices.
You do not decide when in your code's execution to draw; X-Plane tells you
(via callbacks) when it is ready to have your plugin draw.
X-Plane's drawing strategy is straightforward: every "frame" the screen is
rendered by drawing the 3-D scene (dome, ground, objects, airplanes, etc.)
and then drawing the cockpit on top of it. Alpha blending is used to
overlay the cockpit over the world (and the gauges over the panel, etc.).
X-Plane user interface elements (including windows like the map, the main
menu, etc.) are then drawn on top of the cockpit.
There are two ways you can draw: directly and in a window.
Direct drawing (deprecated!---more on that below) involves drawing to the
screen before or after X-Plane finishes a phase of drawing. When you draw
directly, you can specify whether X-Plane is to complete this phase or not.
This allows you to do three things: draw before X-Plane does (under it),
draw after X-Plane does (over it), or draw instead of X-Plane.
To draw directly, you register a callback and specify which phase you want
to intercept. The plug-in manager will call you over and over to draw that
phase.
Direct drawing allows you to override scenery, panels, or anything. Note
that you cannot assume that you are the only plug-in drawing at this phase.
Direct drawing is deprecated; at some point in the X-Plane 11 run, it will
likely become unsupported entirely as X-Plane transitions from OpenGL to
modern graphics API backends (e.g., Vulkan, Metal, etc.). In the long term,
plugins should use the XPLMInstance API for drawing 3-D objects---this will
be much more efficient than general 3-D OpenGL drawing, and it will
actually be supported by the new graphics backends. We do not yet know what
the post-transition API for generic 3-D drawing will look like (if it
exists at all).
In contrast to direct drawing, window drawing provides a higher level
functionality. With window drawing, you create a 2-D window that takes up a
portion of the screen. Window drawing is always two dimensional. Window
drawing is front-to-back controlled; you can specify that you want your
window to be brought on top, and other plug-ins may put their window on top
of you. Window drawing also allows you to sign up for key presses and
receive mouse clicks.
Drawing into the screen of an avionics device, like a GPS or a Primary
Flight Display, is a way to extend or replace X-Plane's avionics. Most
screens can be displayed both in a 3d cockpit or
2d panel, and also in separate popup windows. By installing drawing
callbacks for a certain avionics device, you can change or extend the
appearance of that device regardless whether it's installed in a 3d
cockpit or used in a separate display for home cockpits because you leave
the window managing to X-Plane.
There are three ways to get keystrokes:
1. If you create a window, the window can take keyboard focus. It will
then receive all keystrokes. If no window has focus, X-Plane receives
keystrokes. Use this to implement typing in dialog boxes, etc. Only
one window may have focus at a time; your window will be notified if it
loses focus.
2. If you need low level access to the keystroke stream, install a key
sniffer. Key sniffers can be installed above everything or right in
front of the sim.
3. If you would like to associate key strokes with commands/functions in
your plug-in, you should simply register a command (via
XPLMCreateCommand()) and allow users to bind whatever key they choose to
that command. Another (now deprecated) method of doing so is to use a
hot key---a key-specific callback. Hotkeys are sent based on virtual
key strokes, so any key may be distinctly mapped with any modifiers.
Hot keys can be remapped by other plug-ins. As a plug-in, you don't
have to worry about what your hot key ends up mapped to; other plug-ins
may provide a UI for remapping keystrokes. So hotkeys allow a user to
resolve conflicts and customize keystrokes.
}
USES
XPLMDefs;
{$A4}
{___________________________________________________________________________
* DRAWING CALLBACKS
___________________________________________________________________________}
{
Basic drawing callbacks, for low level intercepting of X-Plane's render
loop. The purpose of drawing callbacks is to provide targeted additions or
replacements to X-Plane's graphics environment (for example, to add extra
custom objects, or replace drawing of the AI aircraft). Do not assume that
the drawing callbacks will be called in the order implied by the
enumerations. Also do not assume that each drawing phase ends before
another begins; they may be nested.
Note that all APIs in this section are deprecated, and will likely be
removed during the X-Plane 11 run as part of the transition to
Vulkan/Metal/etc. See the XPLMInstance API for future-proof drawing of 3-D
objects.
}
{
XPLMDrawingPhase
This constant indicates which part of drawing we are in. Drawing is done
from the back to the front. We get a callback before or after each item.
Metaphases provide access to the beginning and end of the 3d (scene) and
2d (cockpit) drawing in a manner that is independent of new phases added
via X-Plane implementation.
**NOTE**: As of XPLM302 the legacy 3D drawing phases (xplm_Phase_FirstScene
to xplm_Phase_LastScene) are deprecated. When running under X-Plane 11.50
with the modern Vulkan or Metal backend, X-Plane will no longer call
these drawing phases. There is a new drawing phase, xplm_Phase_Modern3D,
which is supported under OpenGL and Vulkan which is called out roughly
where the old before xplm_Phase_Airplanes phase was for blending. This
phase is *NOT* supported under Metal and comes with potentially
substantial performance overhead. Please do *NOT* opt into this phase if
you don't do any actual drawing that requires the depth buffer in some
way!
**WARNING**: As X-Plane's scenery evolves, some drawing phases may cease to
exist and new ones may be invented. If you need a particularly specific
use of these codes, consult Austin and/or be prepared to revise your code
as X-Plane evolves.
}
TYPE
XPLMDrawingPhase = (
{$IFDEF XPLM_DEPRECATED}
{ Deprecated as of XPLM302. This is the earliest point at which you can draw }
{ in 3-d. }
xplm_Phase_FirstScene = 0
{$ENDIF XPLM_DEPRECATED}
{$IFDEF XPLM_DEPRECATED}
{ Deprecated as of XPLM302. Drawing of land and water. }
,xplm_Phase_Terrain = 5
{$ENDIF XPLM_DEPRECATED}
{$IFDEF XPLM_DEPRECATED}
{ Deprecated as of XPLM302. Drawing runways and other airport detail. }
,xplm_Phase_Airports = 10
{$ENDIF XPLM_DEPRECATED}
{$IFDEF XPLM_DEPRECATED}
{ Deprecated as of XPLM302. Drawing roads, trails, trains, etc. }
,xplm_Phase_Vectors = 15
{$ENDIF XPLM_DEPRECATED}
{$IFDEF XPLM_DEPRECATED}
{ Deprecated as of XPLM302. 3-d objects (houses, smokestacks, etc. }
,xplm_Phase_Objects = 20
{$ENDIF XPLM_DEPRECATED}
{$IFDEF XPLM_DEPRECATED}
{ Deprecated as of XPLM302. External views of airplanes, both yours and the }
{ AI aircraft. }
,xplm_Phase_Airplanes = 25
{$ENDIF XPLM_DEPRECATED}
{$IFDEF XPLM_DEPRECATED}
{ Deprecated as of XPLM302. This is the last point at which you can draw in }
{ 3-d. }
,xplm_Phase_LastScene = 30
{$ENDIF XPLM_DEPRECATED}
{$IFDEF XPLM302}
{ A chance to do modern 3D drawing. }
,xplm_Phase_Modern3D = 31
{$ENDIF XPLM302}
{ This is the first phase where you can draw in 2-d. }
,xplm_Phase_FirstCockpit = 35
{ The non-moving parts of the aircraft panel. }
,xplm_Phase_Panel = 40
{ The moving parts of the aircraft panel. }
,xplm_Phase_Gauges = 45
{ Floating windows from plugins. }
,xplm_Phase_Window = 50
{ The last chance to draw in 2d. }
,xplm_Phase_LastCockpit = 55
{$IFDEF XPLM200}
{ Removed as of XPLM300; Use the full-blown XPLMMap API instead. }
,xplm_Phase_LocalMap3D = 100
{$ENDIF XPLM200}
{$IFDEF XPLM200}
{ Removed as of XPLM300; Use the full-blown XPLMMap API instead. }
,xplm_Phase_LocalMap2D = 101
{$ENDIF XPLM200}
{$IFDEF XPLM200}
{ Removed as of XPLM300; Use the full-blown XPLMMap API instead. }
,xplm_Phase_LocalMapProfile = 102
{$ENDIF XPLM200}
);
PXPLMDrawingPhase = ^XPLMDrawingPhase;
{
XPLMDrawCallback_f
This is the prototype for a low level drawing callback. You are passed in
the phase and whether it is before or after. If you are before the phase,
return 1 to let X-Plane draw or 0 to suppress X-Plane drawing. If you are
after the phase the return value is ignored.
Refcon is a unique value that you specify when registering the callback,
allowing you to slip a pointer to your own data to the callback.
Upon entry the OpenGL context will be correctly set up for you and OpenGL
will be in 'local' coordinates for 3d drawing and panel coordinates for 2d
drawing. The OpenGL state (texturing, etc.) will be unknown.
}
XPLMDrawCallback_f = FUNCTION(
inPhase : XPLMDrawingPhase;
inIsBefore : Integer;
inRefcon : pointer) : Integer; cdecl;
{
XPLMRegisterDrawCallback
This routine registers a low level drawing callback. Pass in the phase you
want to be called for and whether you want to be called before or after.
This routine returns 1 if the registration was successful, or 0 if the
phase does not exist in this version of X-Plane. You may register a
callback multiple times for the same or different phases as long as the
refcon is unique each time.
Note that this function will likely be removed during the X-Plane 11 run as
part of the transition to Vulkan/Metal/etc. See the XPLMInstance API for
future-proof drawing of 3-D objects.
}
FUNCTION XPLMRegisterDrawCallback(
inCallback : XPLMDrawCallback_f;
inPhase : XPLMDrawingPhase;
inWantsBefore : Integer;
inRefcon : pointer) : Integer;
cdecl; external XPLM_DLL;
{
XPLMUnregisterDrawCallback
This routine unregisters a draw callback. You must unregister a callback
for each time you register a callback if you have registered it multiple
times with different refcons. The routine returns 1 if it can find the
callback to unregister, 0 otherwise.
Note that this function will likely be removed during the X-Plane 11 run as
part of the transition to Vulkan/Metal/etc. See the XPLMInstance API for
future-proof drawing of 3-D objects.
}
FUNCTION XPLMUnregisterDrawCallback(
inCallback : XPLMDrawCallback_f;
inPhase : XPLMDrawingPhase;
inWantsBefore : Integer;
inRefcon : pointer) : Integer;
cdecl; external XPLM_DLL;
{$IFDEF XPLM400}
{___________________________________________________________________________
* AVIONICS API
___________________________________________________________________________}
{
Drawing callbacks for before and after X-Plane draws the instrument screen
can be registered for every cockpit device. If the user plane does not
have the device installed, your callback will not be called! Use the
return value to enable or disable X-Plane's drawing. By drawing into the
framebuffer of the avionics device, your modifications will be visible
regardless whether the device's screen is in a 3d cockpit or a popup
window.
}
{
XPLMDeviceID
This constant indicates the device we want to override or enhance. We can
get a callback before or after each item.
}
TYPE
XPLMDeviceID = (
{ GNS430, pilot side. }
xplm_device_GNS430_1 = 0
{ GNS430, copilot side. }
,xplm_device_GNS430_2 = 1
{ GNS530, pilot side. }
,xplm_device_GNS530_1 = 2
{ GNS530, copilot side. }
,xplm_device_GNS530_2 = 3
{ generic airliner CDU, pilot side. }
,xplm_device_CDU739_1 = 4
{ generic airliner CDU, copilot side. }
,xplm_device_CDU739_2 = 5
{ G1000 Primary Flight Display, pilot side. }
,xplm_device_G1000_PFD_1 = 6
{ G1000 Multifunction Display. }
,xplm_device_G1000_MFD = 7
{ G1000 Primary Flight Display, copilot side. }
,xplm_device_G1000_PFD_2 = 8
{ Primus CDU, pilot side. }
,xplm_device_CDU815_1 = 9
{ Primus CDU, copilot side. }
,xplm_device_CDU815_2 = 10
{ Primus Primary Flight Display, pilot side. }
,xplm_device_Primus_PFD_1 = 11
{ Primus Primary Flight Display, copilot side. }
,xplm_device_Primus_PFD_2 = 12
{ Primus Multifunction Display, pilot side. }
,xplm_device_Primus_MFD_1 = 13
{ Primus Multifunction Display, copilot side. }
,xplm_device_Primus_MFD_2 = 14
{ Primus Multifunction Display, central. }
,xplm_device_Primus_MFD_3 = 15
{ Primus Radio Management Unit, pilot side. }
,xplm_device_Primus_RMU_1 = 16
{ Primus Radio Management Unit, copilot side. }
,xplm_device_Primus_RMU_2 = 17
);
PXPLMDeviceID = ^XPLMDeviceID;
{
XPLMAvionicsCallback_f
This is the prototype for your drawing callback. You are passed in the
device you are enhancing/replacing, and whether it is before or after
X-Plane drawing. If you are before X-Plane, return 1 to let X-Plane draw or
0 to suppress X-Plane drawing. If you are after the phase the return value
is ignored.
Refcon is a unique value that you specify when registering the callback,
allowing you to slip a pointer to your own data to the callback.
Upon entry the OpenGL context will be correctly set up for you and OpenGL
will be in panel coordinates for 2d drawing. The OpenGL state (texturing,
etc.) will be unknown.
}
XPLMAvionicsCallback_f = FUNCTION(
inDeviceID : XPLMDeviceID;
inIsBefore : Integer;
inRefcon : pointer) : Integer; cdecl;
{
XPLMAvionicsID
This is an opaque identifier for an avionics display that you enhance or
replace. When you register your callbacks (via
XPLMRegisterAvionicsCallbacksEx()), you will specify callbacks to handle
drawing, and get back such a handle.
}
XPLMAvionicsID = pointer;
PXPLMAvionicsID = ^XPLMAvionicsID;
{
XPLMCustomizeAvionics_t
The XPLMCustomizeAvionics_t structure defines all of the parameters used to
replace or enhance avionics for using XPLMRegisterAvionicsCallbacksEx().
The structure will be expanded in future SDK APIs to include more features.
Always set the structSize member to the size of your struct in bytes!
}
XPLMCustomizeAvionics_t = RECORD
{ Used to inform XPLMRegisterAvionicsCallbacksEx() of the SDK version you }
{ compiled against; should always be set to sizeof(XPLMCustomizeAvionics_t) }
structSize : Integer;
{ Which avionics device you want your drawing applied to. }
deviceId : XPLMDeviceID;
{ The draw callback to be called before X-Plane draws. }
drawCallbackBefore : XPLMAvionicsCallback_f;
{ The draw callback to be called after X-Plane has drawn. }
drawCallbackAfter : XPLMAvionicsCallback_f;
{ A reference which will be passed into each of your draw callbacks. Use this}
{ to pass information to yourself as needed. }
refcon : pointer;
END;
PXPLMCustomizeAvionics_t = ^XPLMCustomizeAvionics_t;
{
XPLMRegisterAvionicsCallbacksEx
This routine registers your callbacks for a device. This returns a handle.
If the returned handle is NULL, there was a problem interpreting your
input, most likely the struct size was wrong for your SDK version. If the
returned handle is not NULL, your callbacks will be called according to
schedule as long as your plugin is not deactivated, or unloaded, or your
call XPLMUnregisterAvionicsCallbacks().
}
FUNCTION XPLMRegisterAvionicsCallbacksEx(
inParams : PXPLMCustomizeAvionics_t) : XPLMAvionicsID;
cdecl; external XPLM_DLL;
{
XPLMUnregisterAvionicsCallbacks
This routine unregisters your callbacks for a device. They will no longer
be called.
}
PROCEDURE XPLMUnregisterAvionicsCallbacks(
inAvionicsId : XPLMAvionicsID);
cdecl; external XPLM_DLL;
{$ENDIF XPLM400}
{___________________________________________________________________________
* WINDOW API
___________________________________________________________________________}
{
The window API provides a high-level abstraction for drawing with UI
interaction.
Windows may operate in one of two modes: legacy (for plugins compiled
against old versions of the XPLM, as well as windows created via the
deprecated XPLMCreateWindow() function, rather than XPLMCreateWindowEx()),
or modern (for windows compiled against the XPLM300 or newer API, and
created via XPLMCreateWindowEx()).
Modern windows have access to new X-Plane 11 windowing features, like
support for new positioning modes (including being "popped out" into their
own first-class window in the operating system). They can also optionally
be decorated in the style of X-Plane 11 windows (like the map).
Modern windows operate in "boxel" units. A boxel ("box of pixels") is a
unit of virtual pixels which, depending on X-Plane's scaling, may
correspond to an arbitrary NxN "box" of real pixels on screen. Because
X-Plane handles this scaling automatically, you can effectively treat the
units as though you were simply drawing in pixels, and know that when
X-Plane is running with 150% or 200% scaling, your drawing will be
automatically scaled (and likewise all mouse coordinates, screen bounds,
etc. will also be auto-scaled).
In contrast, legacy windows draw in true screen pixels, and thus tend to
look quite small when X-Plane is operating in a scaled mode.
Legacy windows have their origin in the lower left of the main X-Plane
window. In contrast, since modern windows are not constrained to the main
window, they have their origin in the lower left of the entire global
desktop space, and the lower left of the main X-Plane window is not
guaranteed to be (0, 0). In both cases, x increases as you move left, and y
increases as you move up.
}
TYPE
{
XPLMWindowID
This is an opaque identifier for a window. You use it to control your
window. When you create a window (via either XPLMCreateWindow() or
XPLMCreateWindowEx()), you will specify callbacks to handle drawing, mouse
interaction, etc.
}
XPLMWindowID = pointer;
PXPLMWindowID = ^XPLMWindowID;
{
XPLMDrawWindow_f
A callback to handle 2-D drawing of your window. You are passed in your
window and its refcon. Draw the window. You can use other XPLM functions
from this header to find the current dimensions of your window, etc. When
this callback is called, the OpenGL context will be set properly for 2-D
window drawing.
**Note**: Because you are drawing your window over a background, you can
make a translucent window easily by simply not filling in your entire
window's bounds.
}
XPLMDrawWindow_f = PROCEDURE(
inWindowID : XPLMWindowID;
inRefcon : pointer); cdecl;
{
XPLMHandleKey_f
This function is called when a key is pressed or keyboard focus is taken
away from your window. If losingFocus is 1, you are losing the keyboard
focus, otherwise a key was pressed and inKey contains its character.
The window ID passed in will be your window for key presses, or the other
window taking focus when losing focus. Note that in the modern plugin
system, often focus is taken by the window manager itself; for this resaon,
the window ID may be zero when losing focus, and you should not write code
that depends onit.
The refcon passed in will be the one from registration, for both key
presses and losing focus.
Warning: this API declares virtual keys as a signed character; however the
VKEY #define macros in XPLMDefs.h define the vkeys using unsigned values
(that is 0x80 instead of -0x80). So you may need to cast the incoming vkey
to an unsigned char to get correct comparisons in C.
}
XPLMHandleKey_f = PROCEDURE(
inWindowID : XPLMWindowID;
inKey : XPLMChar;
inFlags : XPLMKeyFlags;
inVirtualKey : XPLMChar;
inRefcon : pointer;
losingFocus : Integer); cdecl;
{
XPLMMouseStatus
When the mouse is clicked, your mouse click routine is called repeatedly.
It is first called with the mouse down message. It is then called zero or
more times with the mouse-drag message, and finally it is called once with
the mouse up message. All of these messages will be directed to the same
window; you are guaranteed to not receive a drag or mouse-up event without
first receiving the corresponding mouse-down.
}
XPLMMouseStatus = (
xplm_MouseDown = 1
,xplm_MouseDrag = 2
,xplm_MouseUp = 3
);
PXPLMMouseStatus = ^XPLMMouseStatus;
{
XPLMHandleMouseClick_f
You receive this call for one of three events:
- when the user clicks the mouse button down
- (optionally) when the user drags the mouse after a down-click, but before
the up-click
- when the user releases the down-clicked mouse button.
You receive the x and y of the click, your window, and a refcon. Return 1
to consume the click, or 0 to pass it through.
WARNING: passing clicks through windows (as of this writing) causes mouse
tracking problems in X-Plane; do not use this feature!
The units for x and y values match the units used in your window. Thus, for
"modern" windows (those created via XPLMCreateWindowEx() and compiled
against the XPLM300 library), the units are boxels, while legacy windows
will get pixels. Legacy windows have their origin in the lower left of the
main X-Plane window, while modern windows have their origin in the lower
left of the global desktop space. In both cases, x increases as you move
right, and y increases as you move up.
}
XPLMHandleMouseClick_f = FUNCTION(
inWindowID : XPLMWindowID;
x : Integer;
y : Integer;
inMouse : XPLMMouseStatus;
inRefcon : pointer) : Integer; cdecl;
{$IFDEF XPLM200}
{
XPLMCursorStatus
XPLMCursorStatus describes how you would like X-Plane to manage the cursor.
See XPLMHandleCursor_f for more info.
}
TYPE
XPLMCursorStatus = (
{ X-Plane manages the cursor normally, plugin does not affect the cusrsor. }
xplm_CursorDefault = 0
{ X-Plane hides the cursor. }
,xplm_CursorHidden = 1
{ X-Plane shows the cursor as the default arrow. }
,xplm_CursorArrow = 2
{ X-Plane shows the cursor but lets you select an OS cursor. }
,xplm_CursorCustom = 3
);
PXPLMCursorStatus = ^XPLMCursorStatus;
{$ENDIF XPLM200}
{$IFDEF XPLM200}
{
XPLMHandleCursor_f
The SDK calls your cursor status callback when the mouse is over your
plugin window. Return a cursor status code to indicate how you would like
X-Plane to manage the cursor. If you return xplm_CursorDefault, the SDK
will try lower-Z-order plugin windows, then let the sim manage the cursor.
Note: you should never show or hide the cursor yourself---these APIs are
typically reference-counted and thus cannot safely and predictably be used
by the SDK. Instead return one of xplm_CursorHidden to hide the cursor or
xplm_CursorArrow/xplm_CursorCustom to show the cursor.
If you want to implement a custom cursor by drawing a cursor in OpenGL, use
xplm_CursorHidden to hide the OS cursor and draw the cursor using a 2-d
drawing callback (after xplm_Phase_Window is probably a good choice, but
see deprecation warnings on the drawing APIs!). If you want to use a
custom OS-based cursor, use xplm_CursorCustom to ask X-Plane to show the
cursor but not affect its image. You can then use an OS specific call like
SetThemeCursor (Mac) or SetCursor/LoadCursor (Windows).
The units for x and y values match the units used in your window. Thus, for
"modern" windows (those created via XPLMCreateWindowEx() and compiled
against the XPLM300 library), the units are boxels, while legacy windows
will get pixels. Legacy windows have their origin in the lower left of the
main X-Plane window, while modern windows have their origin in the lower
left of the global desktop space. In both cases, x increases as you move
right, and y increases as you move up.
}
XPLMHandleCursor_f = FUNCTION(
inWindowID : XPLMWindowID;
x : Integer;
y : Integer;
inRefcon : pointer) : XPLMCursorStatus; cdecl;
{$ENDIF XPLM200}
{$IFDEF XPLM200}
{
XPLMHandleMouseWheel_f
The SDK calls your mouse wheel callback when one of the mouse wheels is
scrolled within your window. Return 1 to consume the mouse wheel movement
or 0 to pass them on to a lower window. (If your window appears opaque to
the user, you should consume mouse wheel scrolling even if it does
nothing.) The number of "clicks" indicates how far the wheel was turned
since the last callback. The wheel is 0 for the vertical axis or 1 for the
horizontal axis (for OS/mouse combinations that support this).
The units for x and y values match the units used in your window. Thus, for
"modern" windows (those created via XPLMCreateWindowEx() and compiled
against the XPLM300 library), the units are boxels, while legacy windows
will get pixels. Legacy windows have their origin in the lower left of the
main X-Plane window, while modern windows have their origin in the lower
left of the global desktop space. In both cases, x increases as you move
right, and y increases as you move up.
}
XPLMHandleMouseWheel_f = FUNCTION(
inWindowID : XPLMWindowID;
x : Integer;
y : Integer;
wheel : Integer;
clicks : Integer;
inRefcon : pointer) : Integer; cdecl;
{$ENDIF XPLM200}
{$IFDEF XPLM300}
{
XPLMWindowLayer
XPLMWindowLayer describes where in the ordering of windows X-Plane should
place a particular window. Windows in higher layers cover windows in lower
layers. So, a given window might be at the top of its particular layer, but
it might still be obscured by a window in a higher layer. (This happens
frequently when floating windows, like X-Plane's map, are covered by a
modal alert.)
Your window's layer can only be specified when you create the window (in
the XPLMCreateWindow_t you pass to XPLMCreateWindowEx()). For this reason,
layering only applies to windows created with new X-Plane 11 GUI features.
(Windows created using the older XPLMCreateWindow(), or windows compiled
against a pre-XPLM300 version of the SDK will simply be placed in the
flight overlay window layer.)
}
TYPE
XPLMWindowLayer = (
{ The lowest layer, used for HUD-like displays while flying. }
xplm_WindowLayerFlightOverlay = 0
{ Windows that "float" over the sim, like the X-Plane 11 map does. If you are}
{ not sure which layer to create your window in, choose floating. }
,xplm_WindowLayerFloatingWindows = 1
{ An interruptive modal that covers the sim with a transparent black overlay }
{ to draw the user's focus to the alert }
,xplm_WindowLayerModal = 2
{ "Growl"-style notifications that are visible in a corner of the screen, }
{ even over modals }
,xplm_WindowLayerGrowlNotifications = 3
);
PXPLMWindowLayer = ^XPLMWindowLayer;
{$ENDIF XPLM300}
{$IFDEF XPLM301}
{
XPLMWindowDecoration
XPLMWindowDecoration describes how "modern" windows will be displayed. This
impacts both how X-Plane draws your window as well as certain mouse
handlers.
Your window's decoration can only be specified when you create the window
(in the XPLMCreateWindow_t you pass to XPLMCreateWindowEx()).
}
TYPE
XPLMWindowDecoration = (
{ X-Plane will draw no decoration for your window, and apply no automatic }
{ click handlers. The window will not stop click from passing through its }
{ bounds. This is suitable for "windows" which request, say, the full screen }
{ bounds, then only draw in a small portion of the available area. }
xplm_WindowDecorationNone = 0
{ The default decoration for "native" windows, like the map. Provides a solid}
{ background, as well as click handlers for resizing and dragging the window.}
,xplm_WindowDecorationRoundRectangle = 1
{ X-Plane will draw no decoration for your window, nor will it provide resize}
{ handlers for your window edges, but it will stop clicks from passing }
{ through your windows bounds. }
,xplm_WindowDecorationSelfDecorated = 2
{ Like self-decorated, but with resizing; X-Plane will draw no decoration for}
{ your window, but it will stop clicks from passing through your windows }
{ bounds, and provide automatic mouse handlers for resizing. }
,xplm_WindowDecorationSelfDecoratedResizable = 3
);
PXPLMWindowDecoration = ^XPLMWindowDecoration;
{$ENDIF XPLM301}
{$IFDEF XPLM200}
{
XPLMCreateWindow_t
The XPMCreateWindow_t structure defines all of the parameters used to
create a modern window using XPLMCreateWindowEx(). The structure will be
expanded in future SDK APIs to include more features. Always set the
structSize member to the size of your struct in bytes!
All windows created by this function in the XPLM300 version of the API are
created with the new X-Plane 11 GUI features. This means your plugin will
get to "know" about the existence of X-Plane windows other than the main
window. All drawing and mouse callbacks for your window will occur in
"boxels," giving your windows automatic support for high-DPI scaling in
X-Plane. In addition, your windows can opt-in to decoration with the
X-Plane 11 window styling, and you can use the
XPLMSetWindowPositioningMode() API to make your window "popped out" into a
first-class operating system window.
Note that this requires dealing with your window's bounds in "global
desktop" positioning units, rather than the traditional panel coordinate
system. In global desktop coordinates, the main X-Plane window may not have
its origin at coordinate (0, 0), and your own window may have negative
coordinates. Assuming you don't implicitly assume (0, 0) as your origin,
the only API change you should need is to start using
XPLMGetMouseLocationGlobal() rather than XPLMGetMouseLocation(), and
XPLMGetScreenBoundsGlobal() instead of XPLMGetScreenSize().
If you ask to be decorated as a floating window, you'll get the blue window
control bar and blue backing that you see in X-Plane 11's normal "floating"
windows (like the map).
}
TYPE
XPLMCreateWindow_t = RECORD
{ Used to inform XPLMCreateWindowEx() of the SDK version you compiled }
{ against; should always be set to sizeof(XPLMCreateWindow_t) }
structSize : Integer;
{ Left bound, in global desktop boxels }
left : Integer;
{ Top bound, in global desktop boxels }
top : Integer;
{ Right bound, in global desktop boxels }
right : Integer;
{ Bottom bound, in global desktop boxels }
bottom : Integer;
visible : Integer;
drawWindowFunc : XPLMDrawWindow_f;
{ A callback to handle the user left-clicking within your window (or NULL to }
{ ignore left clicks) }
handleMouseClickFunc : XPLMHandleMouseClick_f;
handleKeyFunc : XPLMHandleKey_f;
handleCursorFunc : XPLMHandleCursor_f;
handleMouseWheelFunc : XPLMHandleMouseWheel_f;
{ A reference which will be passed into each of your window callbacks. Use }
{ this to pass information to yourself as needed. }
refcon : pointer;
{$IFDEF XPLM301}
{ Specifies the type of X-Plane 11-style "wrapper" you want around your }
{ window, if any }
decorateAsFloatingWindow : XPLMWindowDecoration;
{$ENDIF XPLM301}
{$IFDEF XPLM300}
layer : XPLMWindowLayer;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{ A callback to handle the user right-clicking within your window (or NULL to}
{ ignore right clicks) }
handleRightClickFunc : XPLMHandleMouseClick_f;
{$ENDIF XPLM300}
END;
PXPLMCreateWindow_t = ^XPLMCreateWindow_t;
{$ENDIF XPLM200}
{$IFDEF XPLM200}
{
XPLMCreateWindowEx
This routine creates a new "modern" window. You pass in an
XPLMCreateWindow_t structure with all of the fields set in. You must set
the structSize of the structure to the size of the actual structure you
used. Also, you must provide functions for every callback---you may not
leave them null! (If you do not support the cursor or mouse wheel, use
functions that return the default values.)
}
FUNCTION XPLMCreateWindowEx(
inParams : PXPLMCreateWindow_t) : XPLMWindowID;
cdecl; external XPLM_DLL;
{$ENDIF XPLM200}
{
XPLMCreateWindow
Deprecated as of XPLM300.
This routine creates a new legacy window. Unlike modern windows (created
via XPLMCreateWindowEx()), legacy windows do not have access to X-Plane 11
features like automatic scaling for high-DPI screens, native window styles,
or support for being "popped out" into first-class operating system
windows.
Pass in the dimensions and offsets to the window's bottom left corner from
the bottom left of the screen. You can specify whether the window is
initially visible or not. Also, you pass in three callbacks to run the
window and a refcon. This function returns a window ID you can use to
refer to the new window.
NOTE: Legacy windows do not have "frames"; you are responsible for drawing
the background and frame of the window. Higher level libraries have
routines which make this easy.
}
FUNCTION XPLMCreateWindow(
inLeft : Integer;
inTop : Integer;
inRight : Integer;
inBottom : Integer;
inIsVisible : Integer;
inDrawCallback : XPLMDrawWindow_f;
inKeyCallback : XPLMHandleKey_f;
inMouseCallback : XPLMHandleMouseClick_f;
inRefcon : pointer) : XPLMWindowID;
cdecl; external XPLM_DLL;
{
XPLMDestroyWindow
This routine destroys a window. The window's callbacks are not called
after this call. Keyboard focus is removed from the window before
destroying it.
}
PROCEDURE XPLMDestroyWindow(
inWindowID : XPLMWindowID);
cdecl; external XPLM_DLL;
{
XPLMGetScreenSize
This routine returns the size of the main X-Plane OpenGL window in pixels.
This number can be used to get a rough idea of the amount of detail the
user will be able to see when drawing in 3-d.
}
PROCEDURE XPLMGetScreenSize(
outWidth : PInteger; { Can be nil }
outHeight : PInteger); { Can be nil }
cdecl; external XPLM_DLL;
{$IFDEF XPLM300}
{
XPLMGetScreenBoundsGlobal
This routine returns the bounds of the "global" X-Plane desktop, in boxels.
Unlike the non-global version XPLMGetScreenSize(), this is multi-monitor
aware. There are three primary consequences of multimonitor awareness.
First, if the user is running X-Plane in full-screen on two or more
monitors (typically configured using one full-screen window per monitor),
the global desktop will be sized to include all X-Plane windows.
Second, the origin of the screen coordinates is not guaranteed to be (0,
0). Suppose the user has two displays side-by-side, both running at 1080p.
Suppose further that they've configured their OS to make the left display
their "primary" monitor, and that X-Plane is running in full-screen on
their right monitor only. In this case, the global desktop bounds would be
the rectangle from (1920, 0) to (3840, 1080). If the user later asked
X-Plane to draw on their primary monitor as well, the bounds would change
to (0, 0) to (3840, 1080).
Finally, if the usable area of the virtual desktop is not a perfect
rectangle (for instance, because the monitors have different resolutions or
because one monitor is configured in the operating system to be above and
to the right of the other), the global desktop will include any wasted
space. Thus, if you have two 1080p monitors, and monitor 2 is configured to
have its bottom left touch monitor 1's upper right, your global desktop
area would be the rectangle from (0, 0) to (3840, 2160).
Note that popped-out windows (windows drawn in their own operating system
windows, rather than "floating" within X-Plane) are not included in these
bounds.
}
PROCEDURE XPLMGetScreenBoundsGlobal(
outLeft : PInteger; { Can be nil }
outTop : PInteger; { Can be nil }
outRight : PInteger; { Can be nil }
outBottom : PInteger); { Can be nil }
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMReceiveMonitorBoundsGlobal_f
This function is informed of the global bounds (in boxels) of a particular
monitor within the X-Plane global desktop space. Note that X-Plane must be
running in full screen on a monitor in order for that monitor to be passed
to you in this callback.
}
TYPE
XPLMReceiveMonitorBoundsGlobal_f = PROCEDURE(
inMonitorIndex : Integer;
inLeftBx : Integer;
inTopBx : Integer;
inRightBx : Integer;
inBottomBx : Integer;
inRefcon : pointer); cdecl;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMGetAllMonitorBoundsGlobal
This routine immediately calls you back with the bounds (in boxels) of each
full-screen X-Plane window within the X-Plane global desktop space. Note
that if a monitor is *not* covered by an X-Plane window, you cannot get its
bounds this way. Likewise, monitors with only an X-Plane window (not in
full-screen mode) will not be included.
If X-Plane is running in full-screen and your monitors are of the same size
and configured contiguously in the OS, then the combined global bounds of
all full-screen monitors will match the total global desktop bounds, as
returned by XPLMGetScreenBoundsGlobal(). (Of course, if X-Plane is running
in windowed mode, this will not be the case. Likewise, if you have
differently sized monitors, the global desktop space will include wasted
space.)
Note that this function's monitor indices match those provided by
XPLMGetAllMonitorBoundsOS(), but the coordinates are different (since the
X-Plane global desktop may not match the operating system's global desktop,
and one X-Plane boxel may be larger than one pixel due to 150% or 200%
scaling).
}
PROCEDURE XPLMGetAllMonitorBoundsGlobal(
inMonitorBoundsCallback: XPLMReceiveMonitorBoundsGlobal_f;
inRefcon : pointer);
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMReceiveMonitorBoundsOS_f
This function is informed of the global bounds (in pixels) of a particular
monitor within the operating system's global desktop space. Note that a
monitor index being passed to you here does not indicate that X-Plane is
running in full screen on this monitor, or even that any X-Plane windows
exist on this monitor.
}
TYPE
XPLMReceiveMonitorBoundsOS_f = PROCEDURE(
inMonitorIndex : Integer;
inLeftPx : Integer;
inTopPx : Integer;
inRightPx : Integer;
inBottomPx : Integer;
inRefcon : pointer); cdecl;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMGetAllMonitorBoundsOS
This routine immediately calls you back with the bounds (in pixels) of each
monitor within the operating system's global desktop space. Note that
unlike XPLMGetAllMonitorBoundsGlobal(), this may include monitors that have
no X-Plane window on them.
Note that this function's monitor indices match those provided by
XPLMGetAllMonitorBoundsGlobal(), but the coordinates are different (since
the X-Plane global desktop may not match the operating system's global
desktop, and one X-Plane boxel may be larger than one pixel).
}
PROCEDURE XPLMGetAllMonitorBoundsOS(
inMonitorBoundsCallback: XPLMReceiveMonitorBoundsOS_f;
inRefcon : pointer);
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{
XPLMGetMouseLocation
Deprecated in XPLM300. Modern windows should use
XPLMGetMouseLocationGlobal() instead.
This routine returns the current mouse location in pixels relative to the
main X-Plane window. The bottom left corner of the main window is (0, 0).
Pass NULL to not receive info about either parameter.
Because this function gives the mouse position relative to the main X-Plane
window (rather than in global bounds), this function should only be used by
legacy windows. Modern windows should instead get the mouse position in
global desktop coordinates using XPLMGetMouseLocationGlobal().
Note that unlike XPLMGetMouseLocationGlobal(), if the mouse goes outside
the user's main monitor (for instance, to a pop out window or a secondary
monitor), this function will not reflect it.
}
PROCEDURE XPLMGetMouseLocation(
outX : PInteger; { Can be nil }
outY : PInteger); { Can be nil }
cdecl; external XPLM_DLL;
{$IFDEF XPLM300}
{
XPLMGetMouseLocationGlobal
Returns the current mouse location in global desktop boxels. Unlike
XPLMGetMouseLocation(), the bottom left of the main X-Plane window is not
guaranteed to be (0, 0)---instead, the origin is the lower left of the
entire global desktop space. In addition, this routine gives the real mouse
location when the mouse goes to X-Plane windows other than the primary
display. Thus, it can be used with both pop-out windows and secondary
monitors.
This is the mouse location function to use with modern windows (i.e., those
created by XPLMCreateWindowEx()).
Pass NULL to not receive info about either parameter.
}
PROCEDURE XPLMGetMouseLocationGlobal(
outX : PInteger; { Can be nil }
outY : PInteger); { Can be nil }
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{
XPLMGetWindowGeometry
This routine returns the position and size of a window. The units and
coordinate system vary depending on the type of window you have.
If this is a legacy window (one compiled against a pre-XPLM300 version of
the SDK, or an XPLM300 window that was not created using
XPLMCreateWindowEx()), the units are pixels relative to the main X-Plane
display.
If, on the other hand, this is a new X-Plane 11-style window (compiled
against the XPLM300 SDK and created using XPLMCreateWindowEx()), the units
are global desktop boxels.
Pass NULL to not receive any paramter.
}
PROCEDURE XPLMGetWindowGeometry(
inWindowID : XPLMWindowID;
outLeft : PInteger; { Can be nil }
outTop : PInteger; { Can be nil }
outRight : PInteger; { Can be nil }
outBottom : PInteger); { Can be nil }
cdecl; external XPLM_DLL;
{
XPLMSetWindowGeometry
This routine allows you to set the position and size of a window.
The units and coordinate system match those of XPLMGetWindowGeometry().
That is, modern windows use global desktop boxel coordinates, while legacy
windows use pixels relative to the main X-Plane display.
Note that this only applies to "floating" windows (that is, windows that
are drawn within the X-Plane simulation windows, rather than being "popped
out" into their own first-class operating system windows). To set the
position of windows whose positioning mode is xplm_WindowPopOut, you'll
need to instead use XPLMSetWindowGeometryOS().
}
PROCEDURE XPLMSetWindowGeometry(
inWindowID : XPLMWindowID;
inLeft : Integer;
inTop : Integer;
inRight : Integer;
inBottom : Integer);
cdecl; external XPLM_DLL;
{$IFDEF XPLM300}
{
XPLMGetWindowGeometryOS
This routine returns the position and size of a "popped out" window (i.e.,
a window whose positioning mode is xplm_WindowPopOut), in operating system
pixels. Pass NULL to not receive any parameter.
}
PROCEDURE XPLMGetWindowGeometryOS(
inWindowID : XPLMWindowID;
outLeft : PInteger; { Can be nil }
outTop : PInteger; { Can be nil }
outRight : PInteger; { Can be nil }
outBottom : PInteger); { Can be nil }
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMSetWindowGeometryOS
This routine allows you to set the position and size, in operating system
pixel coordinates, of a popped out window (that is, a window whose
positioning mode is xplm_WindowPopOut, which exists outside the X-Plane
simulation window, in its own first-class operating system window).
Note that you are responsible for ensuring both that your window is popped
out (using XPLMWindowIsPoppedOut()) and that a monitor really exists at the
OS coordinates you provide (using XPLMGetAllMonitorBoundsOS()).
}
PROCEDURE XPLMSetWindowGeometryOS(
inWindowID : XPLMWindowID;
inLeft : Integer;
inTop : Integer;
inRight : Integer;
inBottom : Integer);
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM301}
{
XPLMGetWindowGeometryVR
Returns the width and height, in boxels, of a window in VR. Note that you
are responsible for ensuring your window is in VR (using
XPLMWindowIsInVR()).
}
PROCEDURE XPLMGetWindowGeometryVR(
inWindowID : XPLMWindowID;
outWidthBoxels : PInteger; { Can be nil }
outHeightBoxels : PInteger); { Can be nil }
cdecl; external XPLM_DLL;
{$ENDIF XPLM301}
{$IFDEF XPLM301}
{
XPLMSetWindowGeometryVR
This routine allows you to set the size, in boxels, of a window in VR (that
is, a window whose positioning mode is xplm_WindowVR).
Note that you are responsible for ensuring your window is in VR (using
XPLMWindowIsInVR()).
}
PROCEDURE XPLMSetWindowGeometryVR(
inWindowID : XPLMWindowID;
widthBoxels : Integer;
heightBoxels : Integer);
cdecl; external XPLM_DLL;
{$ENDIF XPLM301}
{
XPLMGetWindowIsVisible
Returns true (1) if the specified window is visible.
}
FUNCTION XPLMGetWindowIsVisible(
inWindowID : XPLMWindowID) : Integer;
cdecl; external XPLM_DLL;
{
XPLMSetWindowIsVisible
This routine shows or hides a window.
}
PROCEDURE XPLMSetWindowIsVisible(
inWindowID : XPLMWindowID;
inIsVisible : Integer);
cdecl; external XPLM_DLL;
{$IFDEF XPLM300}
{
XPLMWindowIsPoppedOut
True if this window has been popped out (making it a first-class window in
the operating system), which in turn is true if and only if you have set
the window's positioning mode to xplm_WindowPopOut.
Only applies to modern windows. (Windows created using the deprecated
XPLMCreateWindow(), or windows compiled against a pre-XPLM300 version of
the SDK cannot be popped out.)
}
FUNCTION XPLMWindowIsPoppedOut(
inWindowID : XPLMWindowID) : Integer;
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM301}
{
XPLMWindowIsInVR
True if this window has been moved to the virtual reality (VR) headset,
which in turn is true if and only if you have set the window's positioning
mode to xplm_WindowVR.
Only applies to modern windows. (Windows created using the deprecated
XPLMCreateWindow(), or windows compiled against a pre-XPLM301 version of
the SDK cannot be moved to VR.)
}
FUNCTION XPLMWindowIsInVR(
inWindowID : XPLMWindowID) : Integer;
cdecl; external XPLM_DLL;
{$ENDIF XPLM301}
{$IFDEF XPLM300}
{
XPLMSetWindowGravity
A window's "gravity" controls how the window shifts as the whole X-Plane
window resizes. A gravity of 1 means the window maintains its positioning
relative to the right or top edges, 0 the left/bottom, and 0.5 keeps it
centered.
Default gravity is (0, 1, 0, 1), meaning your window will maintain its
position relative to the top left and will not change size as its
containing window grows.
If you wanted, say, a window that sticks to the top of the screen (with a
constant height), but which grows to take the full width of the window, you
would pass (0, 1, 1, 1). Because your left and right edges would maintain
their positioning relative to their respective edges of the screen, the
whole width of your window would change with the X-Plane window.
Only applies to modern windows. (Windows created using the deprecated
XPLMCreateWindow(), or windows compiled against a pre-XPLM300 version of
the SDK will simply get the default gravity.)
}
PROCEDURE XPLMSetWindowGravity(
inWindowID : XPLMWindowID;
inLeftGravity : Single;
inTopGravity : Single;
inRightGravity : Single;
inBottomGravity : Single);
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMSetWindowResizingLimits
Sets the minimum and maximum size of the client rectangle of the given
window. (That is, it does not include any window styling that you might
have asked X-Plane to apply on your behalf.) All resizing operations are
constrained to these sizes.
Only applies to modern windows. (Windows created using the deprecated
XPLMCreateWindow(), or windows compiled against a pre-XPLM300 version of
the SDK will have no minimum or maximum size.)
}
PROCEDURE XPLMSetWindowResizingLimits(
inWindowID : XPLMWindowID;
inMinWidthBoxels : Integer;
inMinHeightBoxels : Integer;
inMaxWidthBoxels : Integer;
inMaxHeightBoxels : Integer);
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMWindowPositioningMode
XPLMWindowPositionMode describes how X-Plane will position your window on
the user's screen. X-Plane will maintain this positioning mode even as the
user resizes their window or adds/removes full-screen monitors.
Positioning mode can only be set for "modern" windows (that is, windows
created using XPLMCreateWindowEx() and compiled against the XPLM300 SDK).
Windows created using the deprecated XPLMCreateWindow(), or windows
compiled against a pre-XPLM300 version of the SDK will simply get the
"free" positioning mode.
}
TYPE
XPLMWindowPositioningMode = (
{ The default positioning mode. Set the window geometry and its future }
{ position will be determined by its window gravity, resizing limits, and }
{ user interactions. }
xplm_WindowPositionFree = 0
{ Keep the window centered on the monitor you specify }
,xplm_WindowCenterOnMonitor = 1
{ Keep the window full screen on the monitor you specify }
,xplm_WindowFullScreenOnMonitor = 2
{ Like gui_window_full_screen_on_monitor, but stretches over *all* monitors }
{ and popout windows. This is an obscure one... unless you have a very good }
{ reason to need it, you probably don't! }
,xplm_WindowFullScreenOnAllMonitors = 3
{ A first-class window in the operating system, completely separate from the }
{ X-Plane window(s) }
,xplm_WindowPopOut = 4
{$IFDEF XPLM301}
{ A floating window visible on the VR headset }
,xplm_WindowVR = 5
{$ENDIF XPLM301}
);
PXPLMWindowPositioningMode = ^XPLMWindowPositioningMode;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMSetWindowPositioningMode
Sets the policy for how X-Plane will position your window.
Some positioning modes apply to a particular monitor. For those modes, you
can pass a negative monitor index to position the window on the main
X-Plane monitor (the screen with the X-Plane menu bar at the top). Or, if
you have a specific monitor you want to position your window on, you can
pass a real monitor index as received from, e.g.,
XPLMGetAllMonitorBoundsOS().
Only applies to modern windows. (Windows created using the deprecated
XPLMCreateWindow(), or windows compiled against a pre-XPLM300 version of
the SDK will always use xplm_WindowPositionFree.)
}
PROCEDURE XPLMSetWindowPositioningMode(
inWindowID : XPLMWindowID;
inPositioningMode : XPLMWindowPositioningMode;
inMonitorIndex : Integer);
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{$IFDEF XPLM300}
{
XPLMSetWindowTitle
Sets the name for a window. This only applies to windows that opted-in to
styling as an X-Plane 11 floating window (i.e., with styling mode
xplm_WindowDecorationRoundRectangle) when they were created using
XPLMCreateWindowEx().
}
PROCEDURE XPLMSetWindowTitle(
inWindowID : XPLMWindowID;
inWindowTitle : XPLMString);
cdecl; external XPLM_DLL;
{$ENDIF XPLM300}
{
XPLMGetWindowRefCon
Returns a window's reference constant, the unique value you can use for
your own purposes.
}
FUNCTION XPLMGetWindowRefCon(
inWindowID : XPLMWindowID) : pointer;
cdecl; external XPLM_DLL;
{
XPLMSetWindowRefCon
Sets a window's reference constant. Use this to pass data to yourself in
the callbacks.
}
PROCEDURE XPLMSetWindowRefCon(
inWindowID : XPLMWindowID;
inRefcon : pointer);
cdecl; external XPLM_DLL;
{
XPLMTakeKeyboardFocus
This routine gives a specific window keyboard focus. Keystrokes will be
sent to that window. Pass a window ID of 0 to remove keyboard focus from
any plugin-created windows and instead pass keyboard strokes directly to
X-Plane.
}
PROCEDURE XPLMTakeKeyboardFocus(
inWindow : XPLMWindowID);
cdecl; external XPLM_DLL;
{
XPLMHasKeyboardFocus
Returns true (1) if the indicated window has keyboard focus. Pass a window
ID of 0 to see if no plugin window has focus, and all keystrokes will go
directly to X-Plane.
}
FUNCTION XPLMHasKeyboardFocus(
inWindow : XPLMWindowID) : Integer;
cdecl; external XPLM_DLL;
{
XPLMBringWindowToFront
This routine brings the window to the front of the Z-order for its layer.
Windows are brought to the front automatically when they are created.
Beyond that, you should make sure you are front before handling mouse
clicks.
Note that this only brings your window to the front of its layer
(XPLMWindowLayer). Thus, if you have a window in the floating window layer
(xplm_WindowLayerFloatingWindows), but there is a modal window (in layer
xplm_WindowLayerModal) above you, you would still not be the true frontmost
window after calling this. (After all, the window layers are strictly
ordered, and no window in a lower layer can ever be above any window in a
higher one.)
}
PROCEDURE XPLMBringWindowToFront(
inWindow : XPLMWindowID);
cdecl; external XPLM_DLL;
{
XPLMIsWindowInFront
This routine returns true if the window you passed in is the frontmost
visible window in its layer (XPLMWindowLayer).
Thus, if you have a window at the front of the floating window layer
(xplm_WindowLayerFloatingWindows), this will return true even if there is a
modal window (in layer xplm_WindowLayerModal) above you. (Not to worry,
though: in such a case, X-Plane will not pass clicks or keyboard input down
to your layer until the window above stops "eating" the input.)
Note that legacy windows are always placed in layer
xplm_WindowLayerFlightOverlay, while modern-style windows default to
xplm_WindowLayerFloatingWindows. This means it's perfectly consistent to
have two different plugin-created windows (one legacy, one modern) *both*
be in the front (of their different layers!) at the same time.
}
FUNCTION XPLMIsWindowInFront(
inWindow : XPLMWindowID) : Integer;
cdecl; external XPLM_DLL;
{___________________________________________________________________________
* KEY SNIFFERS
___________________________________________________________________________}
{
Low-level keyboard handlers. Allows for intercepting keystrokes outside the
normal rules of the user interface.
}
{
XPLMKeySniffer_f
This is the prototype for a low level key-sniffing function. Window-based
UI _should not use this_! The windowing system provides high-level
mediated keyboard access, via the callbacks you attach to your
XPLMCreateWindow_t. By comparison, the key sniffer provides low level
keyboard access.
Key sniffers are provided to allow libraries to provide non-windowed user
interaction. For example, the MUI library uses a key sniffer to do pop-up
text entry.
Return 1 to pass the key on to the next sniffer, the window manager,
X-Plane, or whomever is down stream. Return 0 to consume the key.
Warning: this API declares virtual keys as a signed character; however the
VKEY #define macros in XPLMDefs.h define the vkeys using unsigned values
(that is 0x80 instead of -0x80). So you may need to cast the incoming vkey
to an unsigned char to get correct comparisons in C.
}
TYPE
XPLMKeySniffer_f = FUNCTION(
inChar : XPLMChar;
inFlags : XPLMKeyFlags;
inVirtualKey : XPLMChar;
inRefcon : pointer) : Integer; cdecl;
{
XPLMRegisterKeySniffer
This routine registers a key sniffing callback. You specify whether you
want to sniff before the window system, or only sniff keys the window
system does not consume. You should ALMOST ALWAYS sniff non-control keys
after the window system. When the window system consumes a key, it is
because the user has "focused" a window. Consuming the key or taking
action based on the key will produce very weird results. Returns
1 if successful.
}
FUNCTION XPLMRegisterKeySniffer(
inCallback : XPLMKeySniffer_f;
inBeforeWindows : Integer;
inRefcon : pointer) : Integer;
cdecl; external XPLM_DLL;
{
XPLMUnregisterKeySniffer
This routine unregisters a key sniffer. You must unregister a key sniffer
for every time you register one with the exact same signature. Returns 1
if successful.
}
FUNCTION XPLMUnregisterKeySniffer(
inCallback : XPLMKeySniffer_f;
inBeforeWindows : Integer;
inRefcon : pointer) : Integer;
cdecl; external XPLM_DLL;
{___________________________________________________________________________
* HOT KEYS
___________________________________________________________________________}
{
Keystrokes that can be managed by others. These are lower-level than window
keyboard handlers (i.e., callbacks you attach to your XPLMCreateWindow_t),
but higher level than key sniffers.
}
{
XPLMHotKey_f
Your hot key callback simply takes a pointer of your choosing.
}
TYPE
XPLMHotKey_f = PROCEDURE(
inRefcon : pointer); cdecl;
{
XPLMHotKeyID
An opaque ID used to identify a hot key.
}
XPLMHotKeyID = pointer;
PXPLMHotKeyID = ^XPLMHotKeyID;
{
XPLMRegisterHotKey
This routine registers a hot key. You specify your preferred key stroke
virtual key/flag combination, a description of what your callback does (so
other plug-ins can describe the plug-in to the user for remapping) and a
callback function and opaque pointer to pass in). A new hot key ID is
returned. During execution, the actual key associated with your hot key
may change, but you are insulated from this.
}
FUNCTION XPLMRegisterHotKey(
inVirtualKey : XPLMChar;
inFlags : XPLMKeyFlags;
inDescription : XPLMString;
inCallback : XPLMHotKey_f;
inRefcon : pointer) : XPLMHotKeyID;
cdecl; external XPLM_DLL;
{
XPLMUnregisterHotKey
Unregisters a hot key. You can only unregister your own hot keys.
}
PROCEDURE XPLMUnregisterHotKey(
inHotKey : XPLMHotKeyID);
cdecl; external XPLM_DLL;
{
XPLMCountHotKeys
Returns the number of current hot keys.
}
FUNCTION XPLMCountHotKeys: Integer;
cdecl; external XPLM_DLL;
{
XPLMGetNthHotKey
Returns a hot key by index, for iteration on all hot keys.
}
FUNCTION XPLMGetNthHotKey(
inIndex : Integer) : XPLMHotKeyID;
cdecl; external XPLM_DLL;
{
XPLMGetHotKeyInfo
Returns information about the hot key. Return NULL for any parameter you
don't want info about. The description should be at least 512 chars long.
}
PROCEDURE XPLMGetHotKeyInfo(
inHotKey : XPLMHotKeyID;
outVirtualKey : XPLMString; { Can be nil }
outFlags : PXPLMKeyFlags; { Can be nil }
outDescription : XPLMString; { Can be nil }
outPlugin : PXPLMPluginID); { Can be nil }
cdecl; external XPLM_DLL;
{
XPLMSetHotKeyCombination
Remaps a hot key's keystrokes. You may remap another plugin's keystrokes.
}
PROCEDURE XPLMSetHotKeyCombination(
inHotKey : XPLMHotKeyID;
inVirtualKey : XPLMChar;
inFlags : XPLMKeyFlags);
cdecl; external XPLM_DLL;
IMPLEMENTATION
END.