File: GraphicsWindowIOS

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openscenegraph 3.2.1-6
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/* -*-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 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