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/*=========================================================================
Program: Visualization Toolkit
Module: vtkXRenderWindowInteractor.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkXRenderWindowInteractor
* @brief an X event driven interface for a RenderWindow
*
* vtkXRenderWindowInteractor is a convenience object that provides event
* bindings to common graphics functions. For example, camera and actor
* functions such as zoom-in/zoom-out, azimuth, roll, and pan. IT is one of
* the window system specific subclasses of vtkRenderWindowInteractor. Please
* see vtkRenderWindowInteractor documentation for event bindings.
*
* @sa
* vtkRenderWindowInteractor
*/
#ifndef vtkXRenderWindowInteractor_h
#define vtkXRenderWindowInteractor_h
//===========================================================
// now we define the C++ class
#include "vtkRenderWindowInteractor.h"
#include "vtkRenderingUIModule.h" // For export macro
#include <X11/Xlib.h> // Needed for X types in the public interface
VTK_ABI_NAMESPACE_BEGIN
class vtkCallbackCommand;
class vtkXRenderWindowInteractorInternals;
class VTKRENDERINGUI_EXPORT vtkXRenderWindowInteractor : public vtkRenderWindowInteractor
{
public:
static vtkXRenderWindowInteractor* New();
vtkTypeMacro(vtkXRenderWindowInteractor, vtkRenderWindowInteractor);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Initializes the event handlers without an XtAppContext. This is
* good for when you don't have a user interface, but you still
* want to have mouse interaction.
*/
void Initialize() override;
/**
* Break the event loop on 'q','e' keypress. Want more ???
*/
void TerminateApp() override;
/**
* Run the event loop and return. This is provided so that you can
* implement your own event loop but yet use the vtk event handling as
* well.
*/
void ProcessEvents() override;
///@{
/**
* Enable/Disable interactions. By default interactors are enabled when
* initialized. Initialize() must be called prior to enabling/disabling
* interaction. These methods are used when a window/widget is being
* shared by multiple renderers and interactors. This allows a "modal"
* display where one interactor is active when its data is to be displayed
* and all other interactors associated with the widget are disabled
* when their data is not displayed.
*/
void Enable() override;
void Disable() override;
///@}
/**
* Update the Size data member and set the associated RenderWindow's
* size.
*/
void UpdateSize(int, int) override;
/**
* Re-defines virtual function to get mouse position by querying X-server.
*/
void GetMousePosition(int* x, int* y) override;
void DispatchEvent(XEvent*);
protected:
vtkXRenderWindowInteractor();
~vtkXRenderWindowInteractor() override;
/**
* Update the Size data member and set the associated RenderWindow's
* size but do not resize the XWindow.
*/
void UpdateSizeNoXResize(int, int);
// Using static here to avoid destroying context when many apps are open:
static int NumAppInitialized;
Display* DisplayId;
bool OwnDisplay = false;
Window WindowId;
Atom KillAtom;
int PositionBeforeStereo[2];
vtkXRenderWindowInteractorInternals* Internal;
// Drag and drop related
int XdndSourceVersion;
Window XdndSource;
Atom XdndFormatAtom;
Atom XdndURIListAtom;
Atom XdndTypeListAtom;
Atom XdndEnterAtom;
Atom XdndPositionAtom;
Atom XdndDropAtom;
Atom XdndActionCopyAtom;
Atom XdndStatusAtom;
Atom XdndFinishedAtom;
///@{
/**
* X-specific internal timer methods. See the superclass for detailed
* documentation.
*/
int InternalCreateTimer(int timerId, int timerType, unsigned long duration) override;
int InternalDestroyTimer(int platformTimerId) override;
///@}
void FireTimers();
/**
* This will start up the X event loop and never return. If you
* call this method it will loop processing X events until the
* application is exited.
*/
void StartEventLoop() override;
/**
* Deallocate X resource that may have been allocated
* Also calls finalize on the render window if available
*/
void Finalize();
private:
vtkXRenderWindowInteractor(const vtkXRenderWindowInteractor&) = delete;
void operator=(const vtkXRenderWindowInteractor&) = delete;
};
VTK_ABI_NAMESPACE_END
#endif
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