/* -*-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 // 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(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 bool 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), _createTransparentView(false), _useRetainedBacking(false) { } void setAdaptToDeviceOrientation(DeviceOrientationFlags flags) { _deviceOrientationFlags = flags; } void setViewContentScaleFactor(float scaleFactor) { _viewContentScaleFactor = scaleFactor; } UIView* getWindowOrParentView() const { return _windowOrView; } bool getCreateTransparentView() { return _createTransparentView; } void setCreateTransparentView(bool b) { _createTransparentView = b; } bool getUseRetainedBacking() { return _useRetainedBacking; } void setUseRetainedBacking(bool b) { _useRetainedBacking = b; } private: UIView* _windowOrView; DeviceOrientationFlags _deviceOrientationFlags; float _viewContentScaleFactor; bool _createTransparentView; bool _useRetainedBacking; 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