211 lines
6.9 KiB
C++
Executable File
211 lines
6.9 KiB
C++
Executable File
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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/* Note, elements of GraphicsWindowX11 have used Prodcer/RenderSurface_X11.cpp as both
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* a guide to use of X11/GLX and copiying directly in the case of setBorder().
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* These elements are license under OSGPL as above, with Copyright (C) 2001-2004 Don Burns.
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*/
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#ifndef OSGVIEWER_GRAPHICSWINDOWCOCOA
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#define OSGVIEWER_GRAPHICSWINDOWCOCOA 1
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#ifdef __APPLE__
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#ifdef __OBJC__
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@class GraphicsWindowIOSWindow;
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@class GraphicsWindowIOSGLView;
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@class GraphicsWindowIOSGLViewController;
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@class EAGLContext;
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@class UIWindow;
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@class UIView;
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#else
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class GraphicsWindowIOSGLView;
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class GraphicsWindowIOSWindow;
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class GraphicsWindowIOSGLViewController;
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class EAGLContext;
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class UIWindow;
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class UIView;
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#endif
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#include <osgViewer/GraphicsWindow>
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// Do not include any cocoa-header here, because this will pollute the name-space and causes compile errors
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namespace osgViewer
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{
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/**
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* Implementation of a GraphicsWindow for the iOS platform.
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*/
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class GraphicsWindowIOS : public osgViewer::GraphicsWindow
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{
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public:
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class Implementation;
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GraphicsWindowIOS(osg::GraphicsContext::Traits* traits) : GraphicsWindow(),
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_valid(false),
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_initialized(false),
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_realized(false),
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_window(NULL),
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_view(NULL),
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_viewController(NULL),
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_context(NULL),
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_ownsWindow(true),
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_adaptToDeviceOrientation(true),
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_viewContentScaleFactor(-1.0f)
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{
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_traits = traits;
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init();
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if (valid())
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{
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setState( new osg::State );
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getState()->setGraphicsContext(this);
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if (_traits.valid() && _traits->sharedContext)
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{
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getState()->setContextID( _traits->sharedContext->getState()->getContextID() );
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incrementContextIDUsageCount( getState()->getContextID() );
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}
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else
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{
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getState()->setContextID( osg::GraphicsContext::createNewContextID() );
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}
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}
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}
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virtual bool isSameKindAs(const Object* object) const { return dynamic_cast<const GraphicsWindowIOS*>(object)!=0; }
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virtual const char* libraryName() const { return "osgViewer"; }
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virtual const char* className() const { return "GraphicsWindowCarbon"; }
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virtual bool valid() const { return _valid; }
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/** Realise the GraphicsContext.*/
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virtual bool realizeImplementation();
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/** Return true if the graphics context has been realised and is ready to use.*/
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virtual bool isRealizedImplementation() const { return _realized; }
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/** Close the graphics context.*/
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virtual void closeImplementation();
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/** Make this graphics context current.*/
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virtual bool makeCurrentImplementation();
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/** Release the graphics context.*/
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virtual bool releaseContextImplementation();
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/** Swap the front and back buffers.*/
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virtual void swapBuffersImplementation();
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/** Check to see if any events have been generated.*/
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virtual void checkEvents();
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/** Set Window decoration.*/
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virtual bool setWindowDecorationImplementation(bool flag);
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/** Get focus.*/
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virtual void grabFocus();
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/** Get focus on if the pointer is in this window.*/
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virtual void grabFocusIfPointerInWindow();
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/** Raise the window to the top.*/
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virtual void raiseWindow();
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virtual void resizedImplementation(int x, int y, int width, int height);
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virtual bool setWindowRectangleImplementation(int x, int y, int width, int height);
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virtual void setWindowName (const std::string & name);
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virtual void useCursor(bool cursorOn);
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virtual void setCursor(MouseCursor mouseCursor);
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// WindowData is used to pass in the an existing UIWindow to be used to display our glView
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class WindowData : public osg::Referenced
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{
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public:
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WindowData(UIWindow* window = NULL, bool adaptToDeviceOrientation = true, float scaleFactor = -1.0f)
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: _window(window),
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_adaptToDeviceOrientation(adaptToDeviceOrientation),
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_viewContentScaleFactor(scaleFactor)
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{
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}
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void setAdaptToDeviceOrientation(bool flag) { _adaptToDeviceOrientation = flag; }
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void setViewContentScaleFactor(float scaleFactor) { _viewContentScaleFactor = scaleFactor; }
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private:
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UIWindow* _window;
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bool _adaptToDeviceOrientation;
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float _viewContentScaleFactor;
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friend class GraphicsWindowIOS;
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};
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EAGLContext* getContext() { return _context; }
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GraphicsWindowIOSWindow* getWindow() { return _window; }
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void setVSync(bool f);
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/** adapts a resize / move of the window, coords in global screen space */
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void adaptResize(int x, int y, int w, int h);
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bool adaptToDeviceOrientation() const { return _adaptToDeviceOrientation; }
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void setAdaptToDeviceOrientation(bool flag) { _adaptToDeviceOrientation = flag; }
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//
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//helper funs for converting points to pixels
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osg::Vec2 pointToPixel(const osg::Vec2& point);
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osg::Vec2 pixelToPoint(const osg::Vec2& pixel);
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protected:
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void init();
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void transformMouseXY(float& x, float& y);
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virtual ~GraphicsWindowIOS();
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bool _valid;
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bool _initialized;
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bool _realized;
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bool _useWindowDecoration;
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private:
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GraphicsWindowIOSWindow* _window;
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GraphicsWindowIOSGLView* _view;
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GraphicsWindowIOSGLViewController* _viewController;
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EAGLContext* _context;
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bool _updateContext;
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bool _ownsWindow, _adaptToDeviceOrientation;
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float _viewContentScaleFactor;
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};
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}
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#endif
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#endif
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