OpenSceneGraph/include/osgWidget/Frame
Robert Osfield dd996a3289 Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods,
forcing users to use osgDB::readRef*File() methods.  The later is preferable as it closes a potential threading bug when using paging databases in conjunction
with the osgDB::Registry Object Cache.  This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only
a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another
thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero.  Using osgDB::readREf*File() makes sure the a ref_ptr<> is
passed back and the referenceCount never goes to zero.

To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File()
usage.  The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of
templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group:

    bool addChild(Node* child); // old method which can only be used with a Node*

    tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method

These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache
and multi-threaded loaded more robust.



git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
2015-10-22 13:42:19 +00:00

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7.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 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.
*/
// Code by: Jeremy Moles (cubicool) 2007-2008
#ifndef OSGWIDGET_FRAME
#define OSGWIDGET_FRAME
#include <osgWidget/Table>
namespace osgWidget {
/*
Lets take a moment and explain how Frame texturing works. When you create a Frame, you use
a specially designed texture that is "chopped" up horizontally by the Frame code into 8 equal
regions. Each region is then textured to a corresponding portion of the Frame, in the
following order:
+---+---+---+---+---+---+---+---+
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
+---+---+---+---+---+---+---+---+
1. Upper-Left corner.
2. Top border (rotated 90 degrees CCW).
3. Upper-Right corner.
4. Left border.
5. Right border.
6. Bottom-Left corner.
7. Bottom border (rotated 90 degrees CCW).
8. Bottom-Right corner.
Now, these should be pretty self-explanatory if you visualize a frame as a 3x3 "table"
(which is exactly what it is), but note how regions 2 and 7 are rotated counter-clockwise.
We do this for a VERY important reason: we want to enable texture repeat on the border
regions, so that when the frame is resized the borders cleanly paint the texture over
the entire are (and don't stretch it). However, it is impossible in OpenGL to repeat a
sub-region of a texture without including either the vertical or horizontal bounds, so the
artist is required to rotate the region during their rendering so that our code can properly
rotate it back internally and have it repeat in the desired way.
This method of texturing a Frame object is inspired by World of Warcraft "edge files", and it
is both efficient and easy-to-use--once you understand the basics. If you're still confused,
take a look at this URL, or any of the example themes:
http://www.wowwiki.com/EdgeFiles
*/
class OSGWIDGET_EXPORT Frame: public Table
{
public:
enum CornerType
{
CORNER_LOWER_LEFT,
CORNER_LOWER_RIGHT,
CORNER_UPPER_LEFT,
CORNER_UPPER_RIGHT
};
enum BorderType
{
BORDER_LEFT,
BORDER_RIGHT,
BORDER_TOP,
BORDER_BOTTOM
};
enum FrameOptions
{
FRAME_RESIZE = 1,
FRAME_MOVE = 2,
FRAME_TEXTURE = 4,
FRAME_ALL = FRAME_RESIZE | FRAME_MOVE | FRAME_TEXTURE
};
static std::string cornerTypeToString (CornerType);
static std::string borderTypeToString (BorderType);
class OSGWIDGET_EXPORT Corner: public Widget
{
public:
META_Object(osgWidget, Corner);
Corner (CornerType = CORNER_LOWER_LEFT, point_type = 0.0f, point_type = 0.0f);
Corner (const Corner&, const osg::CopyOp&);
virtual void parented (Window*);
virtual bool mouseDrag (double, double, const WindowManager*);
CornerType getCornerType() const
{
return _corner;
}
void setCornerType(CornerType corner)
{
_corner = corner;
}
void setCornerTypeAndName(CornerType corner)
{
_corner = corner;
_name = cornerTypeToString(corner);
}
protected:
CornerType _corner;
};
class OSGWIDGET_EXPORT Border: public Widget
{
public:
META_Object(osgWidget, Border);
Border (BorderType = BORDER_LEFT, point_type = 0.0f, point_type = 0.0f);
Border (const Border&, const osg::CopyOp&);
virtual void parented (Window*);
virtual void positioned ();
virtual bool mouseDrag (double, double, const WindowManager*);
BorderType getBorderType() const
{
return _border;
}
void setBorderType(BorderType border)
{
_border = border;
}
void setBorderTypeAndName(BorderType border)
{
_border = border;
_name = borderTypeToString(border);
}
protected:
BorderType _border;
};
META_Object(osgWidget, Frame);
Frame (const std::string& = "", unsigned int = 0);
Frame (const Frame&, const osg::CopyOp&);
static Frame* createSimpleFrame(
const std::string&,
point_type,
point_type,
point_type,
point_type,
unsigned int = 0,
Frame* = 0
);
static Frame* createSimpleFrameWithSingleTexture(
const std::string&,
osg::ref_ptr<osg::Image>,
point_type,
point_type,
unsigned int = 0,
Frame* = 0
);
static Frame* createSimpleFrameFromTheme(
const std::string&,
osg::ref_ptr<osg::Image>,
point_type,
point_type,
unsigned int = 0,
Frame* = 0
);
void createSimpleFrame(point_type cw, point_type ch, point_type w, point_type h)
{
createSimpleFrame(_name, cw, ch, w, h, 0, this);
}
void createSimpleFrameWithSingleTexture(
osg::Image* image,
point_type w,
point_type h
)
{
createSimpleFrameWithSingleTexture(_name, image, w, h, 0, this);
}
bool setWindow(Window*);
EmbeddedWindow* getEmbeddedWindow() { return dynamic_cast<EmbeddedWindow*>(getByRowCol(1, 1)); }
const EmbeddedWindow* getEmbeddedWindow() const { return dynamic_cast<const EmbeddedWindow*>(getByRowCol(1, 1)); }
Corner* getCorner(CornerType c) { return dynamic_cast<Corner*>(_getCorner(c)); }
const Corner* getCorner(CornerType c) const { return dynamic_cast<const Corner*>(_getCorner(c)); }
Border* getBorder(BorderType b) { return dynamic_cast<Border*>(_getBorder(b)); }
const Border* getBorder(BorderType b) const { return dynamic_cast<const Border*>(_getBorder(b)); }
// This method resizes the internal EmbeddedWindow object and then properly resizes
// the reset of the Frame based on the sizes of the Corners, Borders, etc.
bool resizeFrame(point_type, point_type);
unsigned int getFlags() const
{
return _flags;
}
void setFlags(unsigned int flags)
{
_flags = flags;
}
bool canResize() const
{
return (_flags & FRAME_RESIZE) != 0;
}
bool canMove() const
{
return (_flags & FRAME_MOVE) != 0;
}
bool canTexture() const
{
return (_flags & FRAME_TEXTURE) != 0;
}
protected:
Widget* _getCorner (CornerType) const;
Widget* _getBorder (BorderType) const;
unsigned int _flags;
};
}
#endif