OpenSceneGraph/include/osgViewer/api/Win32/GraphicsWindowWin32

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
/* Note, elements of GraphicsWindowX11 have used Prodcer/RenderSurface_X11.cpp as both
* a guide to use of X11/GLX and copiying directly in the case of setBorder().
* These elements are license under OSGPL as above, with Copyright (C) 2001-2004 Don Burns.
*/
#ifndef OSGVIEWER_GRAPHICSWINDOWWIN32
2007-03-18 19:04:12 +08:00
#define OSGVIEWER_GRAPHICSWINDOWWIN32 1
#include <osgViewer/GraphicsWindow>
From Colin MacDonald, "In my application I have a custom graphics context class, derived from osg::GraphicsContext, in order to give good integration with the application's GUI toolkit. This works really well. However, I need to share OpenGL texture resources with the standard osgViewer GraphicsContext implementations, in particular the PixelBuffers. This is essential for my application to conserve graphics memory on low-end hardware. Currently the standard osg implementations will not share resources with another derived osg::GraphicsContext, other than the pre-defined osgViewer classes e.g. PixelBufferX11 is hardcoded to only share resources with GraphicsWindowX11 and PixelBufferX11 objects, and no other osg::GraphicsContext object. To address this in the cleanest way I could think of, I have moved the OpenGL handle variables for each platform into a small utility class, e.g. GraphicsHandleX11 for unix. Then GraphicsWindowX11, PixelBufferX11 and any other derived osg::GraphicsContext class can inherit from GraphicsHandleX11 to share OpenGL resources. I have updated the X11, Win32 and Carbon implementations to use this. The changes are minor. I haven't touched the Cocoa implmentation as I'm not familiar with it at all and couldn't test it - it will work unchanged. Without this I had some horrible hacks in my application, this greatly simplifies things for me. It also simplifies the osgViewer implementations slightly. Perhaps it may help with other users' desires to share resources with external graphics contexts, as was discussed on the user list recently." Notes from Robert Osfield, adapted Colin's submission to work with the new EGL related changes.
2009-11-22 00:41:02 +08:00
#include <osgViewer/api/Win32/GraphicsHandleWin32>
namespace osgViewer
{
From Colin MacDonald, "In my application I have a custom graphics context class, derived from osg::GraphicsContext, in order to give good integration with the application's GUI toolkit. This works really well. However, I need to share OpenGL texture resources with the standard osgViewer GraphicsContext implementations, in particular the PixelBuffers. This is essential for my application to conserve graphics memory on low-end hardware. Currently the standard osg implementations will not share resources with another derived osg::GraphicsContext, other than the pre-defined osgViewer classes e.g. PixelBufferX11 is hardcoded to only share resources with GraphicsWindowX11 and PixelBufferX11 objects, and no other osg::GraphicsContext object. To address this in the cleanest way I could think of, I have moved the OpenGL handle variables for each platform into a small utility class, e.g. GraphicsHandleX11 for unix. Then GraphicsWindowX11, PixelBufferX11 and any other derived osg::GraphicsContext class can inherit from GraphicsHandleX11 to share OpenGL resources. I have updated the X11, Win32 and Carbon implementations to use this. The changes are minor. I haven't touched the Cocoa implmentation as I'm not familiar with it at all and couldn't test it - it will work unchanged. Without this I had some horrible hacks in my application, this greatly simplifies things for me. It also simplifies the osgViewer implementations slightly. Perhaps it may help with other users' desires to share resources with external graphics contexts, as was discussed on the user list recently." Notes from Robert Osfield, adapted Colin's submission to work with the new EGL related changes.
2009-11-22 00:41:02 +08:00
class OSGVIEWER_EXPORT GraphicsWindowWin32 : public osgViewer::GraphicsWindow, public osgViewer::GraphicsHandleWin32
{
public:
GraphicsWindowWin32(osg::GraphicsContext::Traits* traits);
~GraphicsWindowWin32();
virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const GraphicsWindowWin32*>(object)!=0; }
virtual const char* libraryName() const { return "osgViewer"; }
virtual const char* className() const { return "GraphicsWindowWin32"; }
virtual bool valid() const { return _valid; }
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/** Realize the GraphicsContext.*/
virtual bool realizeImplementation();
/** Return true if the graphics context has been realized and is ready to use.*/
virtual bool isRealizedImplementation() const { return _realized; }
/** Close the graphics context.*/
virtual void closeImplementation();
/** Make this graphics context current.*/
virtual bool makeCurrentImplementation();
/** Release the graphics context.*/
virtual bool releaseContextImplementation();
/** Swap the front and back buffers.*/
virtual void swapBuffersImplementation();
/** Check to see if any events have been generated.*/
virtual void checkEvents();
/** Set the window's position and size.*/
virtual bool setWindowRectangleImplementation(int x, int y, int width, int height);
/** Set Window decoration.*/
virtual bool setWindowDecorationImplementation(bool flag);
/** Get focus.*/
virtual void grabFocus();
/** Get focus on if the pointer is in this window.*/
virtual void grabFocusIfPointerInWindow();
From André Garneau, " * Setup proper pixel format for ATI boards (removal of WGL_SWAP_METHOD_ARB specification from the requested pixel format since unsupported by the ATI driver) * Fix to create sample OpenGL window on the proper display device. This is the temporary window used to choose the desired pixel format. In the previous version, this window was always created on the primary display device, even though it had potentially different pixel formats compared to the target display device containing the window to be created. * Implementation of WindowingSystemInterface::setScreenResolution() method * Implementation of WindowingSystemInterface::setScreenRefreshRate() method * Implementation of GraphicsWindow::requestWarpPointer() method * Implementation of GraphicsWindow::useCursor() method and associated trait support. This can be used in two ways; first, when the graphics trait requested indicates that no cursor should be present, a new cursor-less window class is used to create the window. When a cursor-enabled window creation is requested, another window class is used. After creation of a window, it is also possible to toggle the cursor state by using the GraphicsWindow::useCursor method. * The way the mouse behaves is now compatible with the behaviour seen on X11; i.e. when pressing a mouse button, the window where the pointer is located will capture the mouse input and release it only after the button has been released. This results in all mouse movement events being dispatched to the window where the button was pressed initially until it is released. This improves the interaction with graphics windows. * Preparation work has been done to support the ability of moving a window from one screen to another screen and recreating its rendering context when this happens. This has been tested with a mix of NVIDIA and ATI cards and works properly. For the moment being, this feature is commented out due to changes in the core OSG libraries that have been done but need to be submitted later this week for approval by Robert. Upcoming features * Support for moving windows from one screen to another screen seamlessly * Ability to set the window (i.e. the application itself creates the rendering window and passes it to the GraphicsWindowWin32 class) * Other miscellaneous items" ---------------------------------------------------
2007-01-24 18:02:04 +08:00
/** Override from GUIActionAdapter.*/
virtual void requestWarpPointer(float x,float y);
/** Raise specified window */
virtual void raiseWindow();
/** Set the name of the window */
virtual void setWindowName(const std::string& /*name*/);
From André Garneau, " * Setup proper pixel format for ATI boards (removal of WGL_SWAP_METHOD_ARB specification from the requested pixel format since unsupported by the ATI driver) * Fix to create sample OpenGL window on the proper display device. This is the temporary window used to choose the desired pixel format. In the previous version, this window was always created on the primary display device, even though it had potentially different pixel formats compared to the target display device containing the window to be created. * Implementation of WindowingSystemInterface::setScreenResolution() method * Implementation of WindowingSystemInterface::setScreenRefreshRate() method * Implementation of GraphicsWindow::requestWarpPointer() method * Implementation of GraphicsWindow::useCursor() method and associated trait support. This can be used in two ways; first, when the graphics trait requested indicates that no cursor should be present, a new cursor-less window class is used to create the window. When a cursor-enabled window creation is requested, another window class is used. After creation of a window, it is also possible to toggle the cursor state by using the GraphicsWindow::useCursor method. * The way the mouse behaves is now compatible with the behaviour seen on X11; i.e. when pressing a mouse button, the window where the pointer is located will capture the mouse input and release it only after the button has been released. This results in all mouse movement events being dispatched to the window where the button was pressed initially until it is released. This improves the interaction with graphics windows. * Preparation work has been done to support the ability of moving a window from one screen to another screen and recreating its rendering context when this happens. This has been tested with a mix of NVIDIA and ATI cards and works properly. For the moment being, this feature is commented out due to changes in the core OSG libraries that have been done but need to be submitted later this week for approval by Robert. Upcoming features * Support for moving windows from one screen to another screen seamlessly * Ability to set the window (i.e. the application itself creates the rendering window and passes it to the GraphicsWindowWin32 class) * Other miscellaneous items" ---------------------------------------------------
2007-01-24 18:02:04 +08:00
/** Switch on/off the cursor.*/
virtual void useCursor(bool /*cursorOn*/);
/** Set mouse cursor to a specific shape.*/
virtual void setCursor(MouseCursor cursor);
/** Set sync-to-vblank. */
virtual void setSyncToVBlank(bool on);
/** Set swap group. */
virtual void setSwapGroup(bool on, GLuint group, GLuint barrier);
/** Handle a native (Win32) windowing event as received from the system */
virtual LRESULT handleNativeWindowingEvent( HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
/** WindowData is used to pass in the Win32 window handle attached the GraphicsContext::Traits structure.*/
struct WindowData : public osg::Referenced
{
WindowData(HWND window, bool installEventHandler = true):
_hwnd(window), _installEventHandler(installEventHandler) {}
HWND _hwnd;
bool _installEventHandler;
};
protected:
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void init();
void registerWindow();
void unregisterWindow();
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bool registerWindowProcedure();
bool unregisterWindowProcedure();
HGLRC createContextImplementation();
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bool createWindow();
bool setWindow( HWND handle );
void destroyWindow( bool deleteNativeWindow = true );
From André Garneau, " * Setup proper pixel format for ATI boards (removal of WGL_SWAP_METHOD_ARB specification from the requested pixel format since unsupported by the ATI driver) * Fix to create sample OpenGL window on the proper display device. This is the temporary window used to choose the desired pixel format. In the previous version, this window was always created on the primary display device, even though it had potentially different pixel formats compared to the target display device containing the window to be created. * Implementation of WindowingSystemInterface::setScreenResolution() method * Implementation of WindowingSystemInterface::setScreenRefreshRate() method * Implementation of GraphicsWindow::requestWarpPointer() method * Implementation of GraphicsWindow::useCursor() method and associated trait support. This can be used in two ways; first, when the graphics trait requested indicates that no cursor should be present, a new cursor-less window class is used to create the window. When a cursor-enabled window creation is requested, another window class is used. After creation of a window, it is also possible to toggle the cursor state by using the GraphicsWindow::useCursor method. * The way the mouse behaves is now compatible with the behaviour seen on X11; i.e. when pressing a mouse button, the window where the pointer is located will capture the mouse input and release it only after the button has been released. This results in all mouse movement events being dispatched to the window where the button was pressed initially until it is released. This improves the interaction with graphics windows. * Preparation work has been done to support the ability of moving a window from one screen to another screen and recreating its rendering context when this happens. This has been tested with a mix of NVIDIA and ATI cards and works properly. For the moment being, this feature is commented out due to changes in the core OSG libraries that have been done but need to be submitted later this week for approval by Robert. Upcoming features * Support for moving windows from one screen to another screen seamlessly * Ability to set the window (i.e. the application itself creates the rendering window and passes it to the GraphicsWindowWin32 class) * Other miscellaneous items" ---------------------------------------------------
2007-01-24 18:02:04 +08:00
void recreateWindow();
bool determineWindowPositionAndStyle( unsigned int screenNum,
int clientAreaX,
int clientAreaY,
unsigned int clientAreaWidth,
unsigned int clientAreaHeight,
bool decorated,
int& x,
int& y,
unsigned int& w,
unsigned int& h,
unsigned int& style,
unsigned int& extendedStyle );
bool setPixelFormat();
From Colin MacDonald, "In my application I have a custom graphics context class, derived from osg::GraphicsContext, in order to give good integration with the application's GUI toolkit. This works really well. However, I need to share OpenGL texture resources with the standard osgViewer GraphicsContext implementations, in particular the PixelBuffers. This is essential for my application to conserve graphics memory on low-end hardware. Currently the standard osg implementations will not share resources with another derived osg::GraphicsContext, other than the pre-defined osgViewer classes e.g. PixelBufferX11 is hardcoded to only share resources with GraphicsWindowX11 and PixelBufferX11 objects, and no other osg::GraphicsContext object. To address this in the cleanest way I could think of, I have moved the OpenGL handle variables for each platform into a small utility class, e.g. GraphicsHandleX11 for unix. Then GraphicsWindowX11, PixelBufferX11 and any other derived osg::GraphicsContext class can inherit from GraphicsHandleX11 to share OpenGL resources. I have updated the X11, Win32 and Carbon implementations to use this. The changes are minor. I haven't touched the Cocoa implmentation as I'm not familiar with it at all and couldn't test it - it will work unchanged. Without this I had some horrible hacks in my application, this greatly simplifies things for me. It also simplifies the osgViewer implementations slightly. Perhaps it may help with other users' desires to share resources with external graphics contexts, as was discussed on the user list recently." Notes from Robert Osfield, adapted Colin's submission to work with the new EGL related changes.
2009-11-22 00:41:02 +08:00
void adaptKey( WPARAM wParam, LPARAM lParam, int& keySymbol, unsigned int& modifierMask, int& unmodifiedKeySymbol );
void transformMouseXY(float& x, float& y);
void setCursorImpl(MouseCursor cursor);
HCURSOR getOrCreateCursor(MouseCursor mouseShape);
2007-02-15 20:24:04 +08:00
HCURSOR _currentCursor;
2007-03-18 19:04:12 +08:00
WNDPROC _windowProcedure;
double _timeOfLastCheckEvents;
From André Garneau, " * Setup proper pixel format for ATI boards (removal of WGL_SWAP_METHOD_ARB specification from the requested pixel format since unsupported by the ATI driver) * Fix to create sample OpenGL window on the proper display device. This is the temporary window used to choose the desired pixel format. In the previous version, this window was always created on the primary display device, even though it had potentially different pixel formats compared to the target display device containing the window to be created. * Implementation of WindowingSystemInterface::setScreenResolution() method * Implementation of WindowingSystemInterface::setScreenRefreshRate() method * Implementation of GraphicsWindow::requestWarpPointer() method * Implementation of GraphicsWindow::useCursor() method and associated trait support. This can be used in two ways; first, when the graphics trait requested indicates that no cursor should be present, a new cursor-less window class is used to create the window. When a cursor-enabled window creation is requested, another window class is used. After creation of a window, it is also possible to toggle the cursor state by using the GraphicsWindow::useCursor method. * The way the mouse behaves is now compatible with the behaviour seen on X11; i.e. when pressing a mouse button, the window where the pointer is located will capture the mouse input and release it only after the button has been released. This results in all mouse movement events being dispatched to the window where the button was pressed initially until it is released. This improves the interaction with graphics windows. * Preparation work has been done to support the ability of moving a window from one screen to another screen and recreating its rendering context when this happens. This has been tested with a mix of NVIDIA and ATI cards and works properly. For the moment being, this feature is commented out due to changes in the core OSG libraries that have been done but need to be submitted later this week for approval by Robert. Upcoming features * Support for moving windows from one screen to another screen seamlessly * Ability to set the window (i.e. the application itself creates the rendering window and passes it to the GraphicsWindowWin32 class) * Other miscellaneous items" ---------------------------------------------------
2007-01-24 18:02:04 +08:00
int _screenOriginX;
int _screenOriginY;
unsigned int _screenWidth;
unsigned int _screenHeight;
From André Garneau, " * Setup proper pixel format for ATI boards (removal of WGL_SWAP_METHOD_ARB specification from the requested pixel format since unsupported by the ATI driver) * Fix to create sample OpenGL window on the proper display device. This is the temporary window used to choose the desired pixel format. In the previous version, this window was always created on the primary display device, even though it had potentially different pixel formats compared to the target display device containing the window to be created. * Implementation of WindowingSystemInterface::setScreenResolution() method * Implementation of WindowingSystemInterface::setScreenRefreshRate() method * Implementation of GraphicsWindow::requestWarpPointer() method * Implementation of GraphicsWindow::useCursor() method and associated trait support. This can be used in two ways; first, when the graphics trait requested indicates that no cursor should be present, a new cursor-less window class is used to create the window. When a cursor-enabled window creation is requested, another window class is used. After creation of a window, it is also possible to toggle the cursor state by using the GraphicsWindow::useCursor method. * The way the mouse behaves is now compatible with the behaviour seen on X11; i.e. when pressing a mouse button, the window where the pointer is located will capture the mouse input and release it only after the button has been released. This results in all mouse movement events being dispatched to the window where the button was pressed initially until it is released. This improves the interaction with graphics windows. * Preparation work has been done to support the ability of moving a window from one screen to another screen and recreating its rendering context when this happens. This has been tested with a mix of NVIDIA and ATI cards and works properly. For the moment being, this feature is commented out due to changes in the core OSG libraries that have been done but need to be submitted later this week for approval by Robert. Upcoming features * Support for moving windows from one screen to another screen seamlessly * Ability to set the window (i.e. the application itself creates the rendering window and passes it to the GraphicsWindowWin32 class) * Other miscellaneous items" ---------------------------------------------------
2007-01-24 18:02:04 +08:00
int _windowOriginXToRealize;
int _windowOriginYToRealize;
unsigned int _windowWidthToRealize;
unsigned int _windowHeightToRealize;
bool _initialized;
bool _valid;
bool _realized;
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bool _ownsWindow;
bool _closeWindow;
bool _destroyWindow;
bool _destroying;
MouseCursor _mouseCursor;
/// Persist which mouse cursor was used before switching to the resize cursors.
MouseCursor _appMouseCursor;
std::map<MouseCursor,HCURSOR> _mouseCursorMap;
std::map<std::pair<int, int>, bool> _keyMap;
bool _applyWorkaroundForMultimonitorMultithreadNVidiaWin32Issues;
};
}
#endif