OpenSceneGraph/include/osgViewer/api/IOS/GraphicsWindowIOS

224 lines
7.8 KiB
Plaintext
Raw Normal View History

/* -*-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_GRAPHICSWINDOWCOCOA
#define OSGVIEWER_GRAPHICSWINDOWCOCOA 1
#ifdef __APPLE__
#ifdef __OBJC__
@class GraphicsWindowIOSWindow;
@class GraphicsWindowIOSGLView;
@class GraphicsWindowIOSGLViewController;
@class EAGLContext;
@class UIWindow;
@class UIView;
#else
class GraphicsWindowIOSGLView;
class GraphicsWindowIOSWindow;
class GraphicsWindowIOSGLViewController;
class EAGLContext;
class UIWindow;
class UIView;
#endif
#include <osgViewer/GraphicsWindow>
// Do not include any cocoa-header here, because this will pollute the name-space and causes compile errors
namespace osgViewer
{
/**
* Implementation of a GraphicsWindow for the iOS platform.
*/
class GraphicsWindowIOS : public osgViewer::GraphicsWindow
{
public:
class Implementation;
GraphicsWindowIOS(osg::GraphicsContext::Traits* traits) : GraphicsWindow(),
_valid(false),
_initialized(false),
_realized(false),
_window(NULL),
_view(NULL),
_viewController(NULL),
_context(NULL),
_ownsWindow(true),
_deviceOrientationFlags(WindowData::ALL_ORIENTATIONS),
_viewContentScaleFactor(-1.0f)
{
_traits = traits;
init();
if (valid())
{
setState( new osg::State );
getState()->setGraphicsContext(this);
if (_traits.valid() && _traits->sharedContext.valid())
{
getState()->setContextID( _traits->sharedContext->getState()->getContextID() );
incrementContextIDUsageCount( getState()->getContextID() );
}
else
{
getState()->setContextID( osg::GraphicsContext::createNewContextID() );
}
}
}
virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const GraphicsWindowIOS*>(object)!=0; }
virtual const char* libraryName() const { return "osgViewer"; }
virtual const char* className() const { return "GraphicsWindowIOS"; }
virtual bool valid() const { return _valid; }
/** Realise the GraphicsContext.*/
virtual bool realizeImplementation();
/** Return true if the graphics context has been realised 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 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();
/** Raise the window to the top.*/
virtual void raiseWindow();
virtual void resizedImplementation(int x, int y, int width, int height);
virtual bool setWindowRectangleImplementation(int x, int y, int width, int height);
virtual void setWindowName (const std::string & name);
virtual void useCursor(bool cursorOn);
virtual void setCursor(MouseCursor mouseCursor);
// WindowData is used to pass in the an existing UIWindow to be used to display our glView
class WindowData : public osg::Referenced
{
public:
enum DeviceOrientation{
IGNORE_ORIENTATION = 0,
PORTRAIT_ORIENTATION = 1<<0,
PORTRAIT_UPSIDEDOWN_ORIENTATION = 1<<1,
LANDSCAPE_LEFT_ORIENTATION = 1<<2,
LANDSCAPE_RIGHT_ORIENTATION = 1<<3,
ALL_ORIENTATIONS = PORTRAIT_ORIENTATION | PORTRAIT_UPSIDEDOWN_ORIENTATION | LANDSCAPE_LEFT_ORIENTATION | LANDSCAPE_RIGHT_ORIENTATION
};
typedef unsigned int DeviceOrientationFlags;
WindowData(UIView* window_or_view = NULL, DeviceOrientationFlags orientationFlags = ALL_ORIENTATIONS, float scaleFactor = -1.0f)
: _windowOrView(window_or_view),
_deviceOrientationFlags(orientationFlags),
_viewContentScaleFactor(scaleFactor)
{
}
void setAdaptToDeviceOrientation(DeviceOrientationFlags flags) { _deviceOrientationFlags = flags; }
void setViewContentScaleFactor(float scaleFactor) { _viewContentScaleFactor = scaleFactor; }
UIView* getWindowOrParentView() const { return _windowOrView; }
private:
UIView* _windowOrView;
DeviceOrientationFlags _deviceOrientationFlags;
float _viewContentScaleFactor;
friend class GraphicsWindowIOS;
};
EAGLContext* getContext() { return _context; }
GraphicsWindowIOSWindow* getWindow() { return _window; }
GraphicsWindowIOSGLView* getView() { return _view; }
void setVSync(bool f);
/** adapts a resize / move of the window, coords in global screen space */
void adaptResize(int x, int y, int w, int h);
WindowData::DeviceOrientationFlags getDeviceOrientationFlags() const { return _deviceOrientationFlags; }
void setDeviceOrientationFlags(WindowData::DeviceOrientationFlags flags) { _deviceOrientationFlags = flags; }
//
//helper funs for converting points to pixels
osg::Vec2 pointToPixel(const osg::Vec2& point);
osg::Vec2 pixelToPoint(const osg::Vec2& pixel);
protected:
void init();
void transformMouseXY(float& x, float& y);
virtual ~GraphicsWindowIOS();
bool _valid;
bool _initialized;
bool _realized;
bool _useWindowDecoration;
private:
GraphicsWindowIOSWindow* _window;
GraphicsWindowIOSGLView* _view;
GraphicsWindowIOSGLViewController* _viewController;
EAGLContext* _context;
bool _updateContext;
bool _ownsWindow;
WindowData::DeviceOrientationFlags _deviceOrientationFlags;
float _viewContentScaleFactor;
};
}
#endif
#endif