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Move ImmediateWindowProvider to the SPI project, leaving behind an in…
…terface for binary compatibility
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123 changes: 8 additions & 115 deletions
123
loader/src/main/java/net/neoforged/fml/loading/ImmediateWindowProvider.java
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@@ -1,124 +1,17 @@ | ||
/* | ||
* Copyright (c) Forge Development LLC and contributors | ||
* Copyright (c) NeoForged and contributors | ||
* SPDX-License-Identifier: LGPL-2.1-only | ||
*/ | ||
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package net.neoforged.fml.loading; | ||
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import java.util.Optional; | ||
import java.util.function.Consumer; | ||
import java.util.function.IntConsumer; | ||
import java.util.function.IntSupplier; | ||
import java.util.function.LongSupplier; | ||
import java.util.function.Supplier; | ||
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/** | ||
* This is for allowing the plugging in of alternative early display implementations. | ||
* | ||
* They can be selected through the config value "earlyWindowProvider" which defaults to "fmlearlywindow" implemented by {@link net.neoforged.fml.earlydisplay.DisplayWindow} | ||
* | ||
* There are a few key things to keep in mind if following through on implementation. You cannot access the game state as it | ||
* literally DOES NOT EXIST at the time this object is constructed. You have to be very careful about managing the handoff | ||
* to mojang, be sure that if you're trying to tick your window in a background thread (a nice idea!) that you properly | ||
* transition to the main thread before handoff is complete. Do note that in general, you should construct your GL objects | ||
* on the MAIN thread before starting your ticker, to ensure MacOS compatibility. | ||
* {@inheritDoc} | ||
* | ||
* No doubt many more things can be said here. | ||
* @deprecated This interface exists for binary compatibility. New | ||
* implementations should use {@link net.neoforged.neoforgespi.earlywindow.ImmediateWindowProvider} | ||
* instead. | ||
*/ | ||
public interface ImmediateWindowProvider { | ||
/** | ||
* @return The name of this window provider. Do NOT use fmlearlywindow. | ||
*/ | ||
String name(); | ||
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/** | ||
* This is called very early on to initialize ourselves. Use this to initialize the window and other GL core resources. | ||
* | ||
* One thing we want to ensure is that we try and create the highest GL_PROFILE we can accomplish. | ||
* GLFW_CONTEXT_VERSION_MAJOR,GLFW_CONTEXT_VERSION_MINOR should be as high as possible on the created window, | ||
* and it should have all the typical profile settings. | ||
* | ||
* @param arguments The arguments provided to the Java process. This is the entire command line, so you can process | ||
* stuff from it. | ||
* @return A runnable that will be periodically ticked by FML during startup ON THE MAIN THREAD. This is usually | ||
* a good place to put glfwPollEvents() tests. | ||
*/ | ||
Runnable initialize(String[] arguments); | ||
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/** | ||
* This will be called during the handoff to minecraft to update minecraft with the size of the framebuffer we have. | ||
* Generally won't be called because Minecraft figures it out for itself. | ||
* @param width Consumer of the framebuffer width | ||
* @param height Consumer of the framebuffer height | ||
*/ | ||
void updateFramebufferSize(IntConsumer width, IntConsumer height); | ||
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/** | ||
* This is called to setup the minecraft window, as if Mojang had done it themselves in their Window class. This | ||
* handoff is difficult to get right - you have to make sure that any activities you're doing to the window are finished | ||
* prior to returning. You should try and setup the width and height as Mojang expects - the suppliers give you all that | ||
* information. Alternatively, you can force Mojang to update from the current position of the window in {@link #positionWindow(Optional, IntConsumer, IntConsumer, IntConsumer, IntConsumer)} | ||
* instead. This might give a more seamless experience. | ||
* | ||
* @param width This is the width of the window Mojang expects | ||
* @param height This is the height of the Window Mojang expects. | ||
* @param title This is the title for the window. | ||
* @param monitor This is the monitor it should appear on. | ||
* @return The window id | ||
*/ | ||
long setupMinecraftWindow(final IntSupplier width, final IntSupplier height, final Supplier<String> title, final LongSupplier monitor); | ||
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/** | ||
* This is called after window handoff to allow us to tell Mojang about our window's position. This might give a | ||
* preferrable user experience to users, because we just tell Mojang our truth, rather than accept theirs. | ||
* @param monitor This is the monitor we're rendering on. Note that this is the Mojang monitor object. You might have trouble unwrapping it. | ||
* @param widthSetter This sets the width on the Mojang side | ||
* @param heightSetter This sets the height on the Mojang side | ||
* @param xSetter This sets the x coordinate on the Mojang side | ||
* @param ySetter This sets the y coordinate on the Mojang side | ||
* @return true if you've handled the window positioning - this skips the "forced fullscreen" code until a later stage | ||
*/ | ||
boolean positionWindow(Optional<Object> monitor, IntConsumer widthSetter, IntConsumer heightSetter, IntConsumer xSetter, IntConsumer ySetter); | ||
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/** | ||
* Return a Supplier of an object extending the LoadingOverlay class from Mojang. This is what will be used once | ||
* the Mojang window code has taken over rendering of the window, to render the later stages of the loading process. | ||
* | ||
* @param mc This supplies the Minecraft object | ||
* @param ri This supplies the ReloadInstance object that tells us when the loading is finished | ||
* @param ex This Consumes the final state of the loading - if it's an error you pass it the Throwable, otherwise you | ||
* pass Optional.empty() | ||
* @param fade This is the fade flag passed to LoadingOverlay. You probably want to ignore it. | ||
* @param <T> This is the type LoadingOverlay to allow type binding on the Mojang side | ||
* @return A supplier of your later LoadingOverlay screen. | ||
*/ | ||
<T> Supplier<T> loadingOverlay(Supplier<?> mc, Supplier<?> ri, Consumer<Optional<Throwable>> ex, boolean fade); | ||
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/** | ||
* This is called during the module loading process to allow us to find objects inside the GAME layer, such as a | ||
* later loading screen. | ||
* @param layer This is the GAME layer from ModLauncher | ||
*/ | ||
void updateModuleReads(ModuleLayer layer); | ||
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/** | ||
* This is called periodically during the loading process to "tick" the window. It is typically the same as the Runnable | ||
* from {@link #initialize(String[])} | ||
*/ | ||
void periodicTick(); | ||
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/** | ||
* This is called to construct a {@link net.neoforged.neoforgespi.locating.ForgeFeature} for the GL_VERSION we | ||
* managed to create for the window. Should be a string of the format {MAJOR}.{MINOR}, such as 4.6, 4.5 or such. | ||
* | ||
* @return the GL profile we created | ||
*/ | ||
String getGLVersion(); | ||
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/** | ||
* This is called during some very early startup routines to show a crash dialog | ||
* using e.g. tinyfd dialogs | ||
* @param message The message to display | ||
*/ | ||
void crash(String message); | ||
} | ||
@Deprecated(since = "2.0.16", forRemoval = true) | ||
public interface ImmediateWindowProvider extends net.neoforged.neoforgespi.earlywindow.ImmediateWindowProvider | ||
{ } |
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124 changes: 124 additions & 0 deletions
124
spi/src/main/java/net/neoforged/neoforgespi/earlywindow/ImmediateWindowProvider.java
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,124 @@ | ||
/* | ||
* Copyright (c) Forge Development LLC and contributors | ||
* SPDX-License-Identifier: LGPL-2.1-only | ||
*/ | ||
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||
package net.neoforged.neoforgespi.earlywindow; | ||
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import java.util.Optional; | ||
import java.util.function.Consumer; | ||
import java.util.function.IntConsumer; | ||
import java.util.function.IntSupplier; | ||
import java.util.function.LongSupplier; | ||
import java.util.function.Supplier; | ||
|
||
/** | ||
* This is for allowing the plugging in of alternative early display implementations. | ||
* | ||
* They can be selected through the config value "earlyWindowProvider" which defaults to "fmlearlywindow". | ||
* | ||
* There are a few key things to keep in mind if following through on implementation. You cannot access the game state as it | ||
* literally DOES NOT EXIST at the time this object is constructed. You have to be very careful about managing the handoff | ||
* to mojang, be sure that if you're trying to tick your window in a background thread (a nice idea!) that you properly | ||
* transition to the main thread before handoff is complete. Do note that in general, you should construct your GL objects | ||
* on the MAIN thread before starting your ticker, to ensure MacOS compatibility. | ||
* | ||
* No doubt many more things can be said here. | ||
*/ | ||
public interface ImmediateWindowProvider { | ||
/** | ||
* @return The name of this window provider. Do NOT use fmlearlywindow. | ||
*/ | ||
String name(); | ||
|
||
/** | ||
* This is called very early on to initialize ourselves. Use this to initialize the window and other GL core resources. | ||
* | ||
* One thing we want to ensure is that we try and create the highest GL_PROFILE we can accomplish. | ||
* GLFW_CONTEXT_VERSION_MAJOR,GLFW_CONTEXT_VERSION_MINOR should be as high as possible on the created window, | ||
* and it should have all the typical profile settings. | ||
* | ||
* @param arguments The arguments provided to the Java process. This is the entire command line, so you can process | ||
* stuff from it. | ||
* @return A runnable that will be periodically ticked by FML during startup ON THE MAIN THREAD. This is usually | ||
* a good place to put glfwPollEvents() tests. | ||
*/ | ||
Runnable initialize(String[] arguments); | ||
|
||
/** | ||
* This will be called during the handoff to minecraft to update minecraft with the size of the framebuffer we have. | ||
* Generally won't be called because Minecraft figures it out for itself. | ||
* @param width Consumer of the framebuffer width | ||
* @param height Consumer of the framebuffer height | ||
*/ | ||
void updateFramebufferSize(IntConsumer width, IntConsumer height); | ||
|
||
/** | ||
* This is called to setup the minecraft window, as if Mojang had done it themselves in their Window class. This | ||
* handoff is difficult to get right - you have to make sure that any activities you're doing to the window are finished | ||
* prior to returning. You should try and setup the width and height as Mojang expects - the suppliers give you all that | ||
* information. Alternatively, you can force Mojang to update from the current position of the window in {@link #positionWindow(Optional, IntConsumer, IntConsumer, IntConsumer, IntConsumer)} | ||
* instead. This might give a more seamless experience. | ||
* | ||
* @param width This is the width of the window Mojang expects | ||
* @param height This is the height of the Window Mojang expects. | ||
* @param title This is the title for the window. | ||
* @param monitor This is the monitor it should appear on. | ||
* @return The window id | ||
*/ | ||
long setupMinecraftWindow(final IntSupplier width, final IntSupplier height, final Supplier<String> title, final LongSupplier monitor); | ||
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||
/** | ||
* This is called after window handoff to allow us to tell Mojang about our window's position. This might give a | ||
* preferrable user experience to users, because we just tell Mojang our truth, rather than accept theirs. | ||
* @param monitor This is the monitor we're rendering on. Note that this is the Mojang monitor object. You might have trouble unwrapping it. | ||
* @param widthSetter This sets the width on the Mojang side | ||
* @param heightSetter This sets the height on the Mojang side | ||
* @param xSetter This sets the x coordinate on the Mojang side | ||
* @param ySetter This sets the y coordinate on the Mojang side | ||
* @return true if you've handled the window positioning - this skips the "forced fullscreen" code until a later stage | ||
*/ | ||
boolean positionWindow(Optional<Object> monitor, IntConsumer widthSetter, IntConsumer heightSetter, IntConsumer xSetter, IntConsumer ySetter); | ||
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/** | ||
* Return a Supplier of an object extending the LoadingOverlay class from Mojang. This is what will be used once | ||
* the Mojang window code has taken over rendering of the window, to render the later stages of the loading process. | ||
* | ||
* @param mc This supplies the Minecraft object | ||
* @param ri This supplies the ReloadInstance object that tells us when the loading is finished | ||
* @param ex This Consumes the final state of the loading - if it's an error you pass it the Throwable, otherwise you | ||
* pass Optional.empty() | ||
* @param fade This is the fade flag passed to LoadingOverlay. You probably want to ignore it. | ||
* @param <T> This is the type LoadingOverlay to allow type binding on the Mojang side | ||
* @return A supplier of your later LoadingOverlay screen. | ||
*/ | ||
<T> Supplier<T> loadingOverlay(Supplier<?> mc, Supplier<?> ri, Consumer<Optional<Throwable>> ex, boolean fade); | ||
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/** | ||
* This is called during the module loading process to allow us to find objects inside the GAME layer, such as a | ||
* later loading screen. | ||
* @param layer This is the GAME layer from ModLauncher | ||
*/ | ||
void updateModuleReads(ModuleLayer layer); | ||
|
||
/** | ||
* This is called periodically during the loading process to "tick" the window. It is typically the same as the Runnable | ||
* from {@link #initialize(String[])} | ||
*/ | ||
void periodicTick(); | ||
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||
/** | ||
* This is called to construct a {@link net.neoforged.neoforgespi.locating.ForgeFeature} for the GL_VERSION we | ||
* managed to create for the window. Should be a string of the format {MAJOR}.{MINOR}, such as 4.6, 4.5 or such. | ||
* | ||
* @return the GL profile we created | ||
*/ | ||
String getGLVersion(); | ||
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/** | ||
* This is called during some very early startup routines to show a crash dialog | ||
* using e.g. tinyfd dialogs | ||
* @param message The message to display | ||
*/ | ||
void crash(String message); | ||
} |