OpenSceneGraph/include/osgViewer/api/IOS/GraphicsWindowIOS
Robert Osfield 9bfb043a16 From Tomas Hogarth, "Attached are the complete changed files GraphicsWindowIOS and GraphicsWindowIOS.mm. The change is in regard to the ability to adapt to device orientation. We did just have a bool indicating the window would adapt to all orientations. I have changed this to a bit mask allowing the user to specify individual orientations or combinations.
enum DeviceOrientation{

                    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;

The main motivation for this is to easily allow the user to specifiy that the device is in a horizontal orientation rather then having to rotate the view matrix. All flags have been tested individually as well as in combinations. The default is ALL_ORIENTATIONS to keep the exiting functionality for anyone who hasn't specified WindowData for their context traits.
"
2011-04-21 12:06:06 +00:00

222 lines
7.6 KiB
C++
Executable File

/* -*-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)
{
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{
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(UIWindow* window = NULL, DeviceOrientationFlags orientationFlags = ALL_ORIENTATIONS, float scaleFactor = -1.0f)
: _window(window),
_deviceOrientationFlags(orientationFlags),
_viewContentScaleFactor(scaleFactor)
{
}
void setAdaptToDeviceOrientation(DeviceOrientationFlags flags) { _deviceOrientationFlags = flags; }
void setViewContentScaleFactor(float scaleFactor) { _viewContentScaleFactor = scaleFactor; }
private:
UIWindow* _window;
DeviceOrientationFlags _deviceOrientationFlags;
float _viewContentScaleFactor;
friend class GraphicsWindowIOS;
};
EAGLContext* getContext() { return _context; }
GraphicsWindowIOSWindow* getWindow() { return _window; }
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 getDeviceOrientationFlags(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