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/*
* Modification History
*
* 2000-December-19 Jason Rohrer
* Created.
*
* 2001-January-15 Jason Rohrer
* Added compile instructions for Linux to the comments.
*
* 2001-February-4 Jason Rohrer
* Added a function for getting the view angle.
* Added support for keyboard up functions.
* Added support for redraw listeners.
* Added a missing destructor.
*
* 2001-August-29 Jason Rohrer
* Added support for adding and removing mouse, keyboard, and scene handlers.
*
* 2001-August-30 Jason Rohrer
* Fixed some comments.
*
* 2001-September-15 Jason Rohrer
* Added functions for accessing the screen size.
*
* 2001-October-13 Jason Rohrer
* Added a function for applying the view matrix transformation.
*
* 2001-October-29 Jason Rohrer
* Added a private function that checks for focused keyboard handlers.
*
* 2004-June-11 Jason Rohrer
* Added functions for getting/setting view position.
*
* 2004-June-14 Jason Rohrer
* Added comment about need for glutInit call.
*/
#ifndef SCREEN_GL_INCLUDED
#define SCREEN_GL_INCLUDED
#include <GL/gl.h>
#include <GL/glut.h>
#include "MouseHandlerGL.h"
#include "KeyboardHandlerGL.h"
#include "SceneHandlerGL.h"
#include "RedrawListenerGL.h"
#include "minorGems/math/geometry/Vector3D.h"
#include "minorGems/math/geometry/Angle3D.h"
#include "minorGems/util/SimpleVector.h"
// prototypes
void glutResize( int inW, int inH );
void glutKeyboard( unsigned char inKey, int inX, int inY );
void glutKeyboardUp( unsigned char inKey, int inX, int inY );
void glutSpecialKeyboard( int inKey, int inX, int inY );
void glutSpecialKeyboardUp( int inKey, int inX, int inY );
void glutMotion( int inX, int inY );
void glutPassiveMotion( int inX, int inY );
void glutMouse( int inButton, int inState, int inX, int inY );
void glutDisplay();
void glutIdle();
/**
* Object that handles general initialization of an OpenGL screen.
*
* Compile note: For Linux, add these library flags:
* -lGL -lglut -lGLU -L/usr/X11R6/lib
*
* @author Jason Rohrer
*/
class ScreenGL {
public:
/**
* Constructs a ScreenGL.
*
* Before calling this constructor, glutInit must be called with
* the application's command-line arguments. For example, if
* the application's main function looks like:
*
* int main( int inNumArgs, char **inArgs ) { ... }
*
* Then you must call glutInit( &inNumArgs, inArgs ) before
* constructing a screen.
*
* @param inWide width of screen.
* @param inHigh height of screen.
* @param inFullScreen set to true for full screen mode.
* @param inWindowName name to be displayed on title bar of window.
* @param inKeyHandler object that will receive keyboard events.
* NULL specifies no handler (defaults to NULL).
* Must be destroyed by caller.
* @param inMouseHandler object that will receive mouse events.
* NULL specifies no handler (defaults to NULL).
* Must be destroyed by caller.
* @param inSceneHandler object that will be called to draw
* the scene during in response to redraw events.
* NULL specifies no handler (defaults to NULL).
* Must be destroyed by caller.
*/
ScreenGL( int inWide, int inHigh, char inFullScreen,
char *inWindowName,
KeyboardHandlerGL *inKeyHandler = NULL,
MouseHandlerGL *inMouseHandler = NULL,
SceneHandlerGL *inSceneHandler = NULL );
/**
* Destructor closes and releases the screen.
*/
~ScreenGL();
/**
* Starts the GLUT main loop.
*
* Note that this function call never returns.
*/
void start();
/**
* Moves the view position.
*
* @param inPositionChange directional vector describing motion.
* Must be destroyed by caller.
*/
void moveView( Vector3D *inPositionChange );
/**
* Rotates the view.
*
* @param inOrientationChange angle to rotate view by.
* Must be destroyed by caller.
*/
void rotateView( Angle3D *inOrientationChange );
/**
* Gets the angle of the current view direction.
*
* @return the angle of the current view direction.
* Not a copy, so shouldn't be modified or destroyed by caller.
*/
Angle3D *getViewOrientation();
/**
* Gets the current view position.
*
* @return the position of the current view.
* Must be destroyed by caller.
*/
Vector3D *getViewPosition();
/**
* Sets the current view position.
*
* @param inPosition the new position.
* Must be destroyed by caller.
*/
void setViewPosition( Vector3D *inPosition );
/**
* Gets the width of the screen.
*
* @return the width of the screen, in pixels.
*/
int getWidth();
/**
* Gets the height of the screen.
*
* @return the height of the screen, in pixels.
*/
int getHeight();
/**
* Adds a mouse handler.
*
* @param inHandler the handler to add Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void addMouseHandler( MouseHandlerGL *inHandler );
/**
* Removes a mouse handler.
*
* @param inHandler the handler to remove. Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void removeMouseHandler( MouseHandlerGL *inHandler );
/**
* Adds a keyboard handler.
*
* @param inHandler the handler to add Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void addKeyboardHandler( KeyboardHandlerGL *inHandler );
/**
* Removes a keyboard handler.
*
* @param inHandler the handler to remove. Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void removeKeyboardHandler( KeyboardHandlerGL *inHandler );
/**
* Adds a scene handler.
*
* @param inHandler the handler to add Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void addSceneHandler( SceneHandlerGL *inHandler );
/**
* Removes a scene handler.
*
* @param inHandler the handler to remove. Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void removeSceneHandler( SceneHandlerGL *inHandler );
/**
* Adds a redraw listener.
*
* @param inListener the listener to add. Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void addRedrawListener( RedrawListenerGL *inListener );
/**
* Removes a redraw listener.
*
* @param inListener the listener to remove. Must
* be destroyed by caller.
*
* Must not be called after calling start().
*/
void removeRedrawListener( RedrawListenerGL *inListener );
/**
* Applies the current view matrix transformation
* to the matrix at the top of the GL_PROJECTION stack.
*/
void applyViewTransform();
/**
* Access the various handlers.
*/
//KeyboardHandlerGL *getKeyHandler();
//MouseHandlerGL *getMouseHandler();
//SceneHandlerGL *getSceneHandler();
private :
// GLUT callbacks
/*void glutResize( int inW, int inH );
void glutKeyboard( unsigned char inKey, int inX, int inY );
void glutMotion( int inX, int inY );
void glutPassiveMotion( int inX, int inY );
void glutMouse( int inButton, int inState, int inX, int inY );
*/
friend void glutResize( int inW, int inH );
friend void glutKeyboard( unsigned char inKey, int inX, int inY );
friend void glutKeyboardUp( unsigned char inKey, int inX, int inY );
friend void glutSpecialKeyboard( int inKey,
int inX, int inY );
friend void glutSpecialKeyboardUp( int inKey,
int inX, int inY );
friend void glutMotion( int inX, int inY );
friend void glutPassiveMotion( int inX, int inY );
friend void glutMouse( int inButton, int inState, int inX, int inY );
friend void glutDisplay();
friend void glutIdle();
int mWide;
int mHigh;
char mFullScreen;
Vector3D *mViewPosition;
// orientation of 0,0,0 means looking in the direction (0,0,1)
// with an up direction of (0,1,0)
Angle3D *mViewOrientation;
// vectors of handlers and listeners
SimpleVector<MouseHandlerGL*> *mMouseHandlerVector;
SimpleVector<KeyboardHandlerGL*> *mKeyboardHandlerVector;
SimpleVector<SceneHandlerGL*> *mSceneHandlerVector;
SimpleVector<RedrawListenerGL*> *mRedrawListenerVector;
/**
* Gets whether at least one of our keyboard handlers is focused.
*
* @return true iff at least one keyboard handler is focused.
*/
char isKeyboardHandlerFocused();
};
inline ScreenGL::~ScreenGL() {
delete mViewPosition;
delete mViewOrientation;
delete mRedrawListenerVector;
delete mMouseHandlerVector;
delete mKeyboardHandlerVector;
delete mSceneHandlerVector;
}
inline void ScreenGL::moveView( Vector3D *inPositionChange ) {
mViewPosition->add( inPositionChange );
}
inline void ScreenGL::rotateView( Angle3D *inOrientationChange ) {
mViewOrientation->add( inOrientationChange );
}
inline Angle3D *ScreenGL::getViewOrientation() {
return mViewOrientation;
}
inline Vector3D *ScreenGL::getViewPosition() {
return new Vector3D( mViewPosition );
}
inline void ScreenGL::setViewPosition( Vector3D *inPosition ) {
delete mViewPosition;
mViewPosition = new Vector3D( inPosition );
}
inline int ScreenGL::getWidth() {
return mWide;
}
inline int ScreenGL::getHeight() {
return mHigh;
}
inline void ScreenGL::addRedrawListener( RedrawListenerGL *inListener ) {
mRedrawListenerVector->push_back( inListener );
}
inline void ScreenGL::removeRedrawListener( RedrawListenerGL *inListener ) {
mRedrawListenerVector->deleteElement( inListener );
}
inline void ScreenGL::addMouseHandler( MouseHandlerGL *inListener ) {
mMouseHandlerVector->push_back( inListener );
}
inline void ScreenGL::removeMouseHandler( MouseHandlerGL *inListener ) {
mMouseHandlerVector->deleteElement( inListener );
}
inline void ScreenGL::addKeyboardHandler( KeyboardHandlerGL *inListener ) {
mKeyboardHandlerVector->push_back( inListener );
}
inline void ScreenGL::removeKeyboardHandler( KeyboardHandlerGL *inListener ) {
mKeyboardHandlerVector->deleteElement( inListener );
}
inline void ScreenGL::addSceneHandler( SceneHandlerGL *inListener ) {
mSceneHandlerVector->push_back( inListener );
}
inline void ScreenGL::removeSceneHandler( SceneHandlerGL *inListener ) {
mSceneHandlerVector->deleteElement( inListener );
}
inline char ScreenGL::isKeyboardHandlerFocused() {
for( int h=0; h<mKeyboardHandlerVector->size(); h++ ) {
KeyboardHandlerGL *handler
= *( mKeyboardHandlerVector->getElement( h ) );
if( handler->isFocused() ) {
return true;
}
}
// else none were focused
return false;
}
#endif
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