File: vtkWin32RenderWindowInteractor.h

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/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkWin32RenderWindowInteractor.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   vtkWin32RenderWindowInteractor
 * @brief   implements Win32 specific functions
 * required by vtkRenderWindowInteractor.
 *
 *
 * By default the interactor installs a MessageProc callback which
 * intercepts windows' messages to the window and controls interactions by
 * routing them to the InteractoStyle classes.
 * MFC or BCB programs can prevent this and instead directly route any mouse/key
 * messages into the event bindings by setting InstallMessageProc to false.
 * This provides a minimal "Mapped" mode of interaction
 *
*/

#ifndef vtkWin32RenderWindowInteractor_h
#define vtkWin32RenderWindowInteractor_h

#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkRenderWindowInteractor.h"
#include "vtkWindows.h" // For windows API.

#include "vtkTDxConfigure.h" // defines VTK_USE_TDX
#ifdef VTK_USE_TDX
class vtkTDxWinDevice;
#endif

class VTKRENDERINGOPENGL2_EXPORT vtkWin32RenderWindowInteractor : public vtkRenderWindowInteractor
{
public:
  /**
   * Construct object so that light follows camera motion.
   */
  static vtkWin32RenderWindowInteractor *New();

  vtkTypeMacro(vtkWin32RenderWindowInteractor,vtkRenderWindowInteractor);
  void PrintSelf(ostream& os, vtkIndent indent);

  /**
   * Initialize the event handler
   */
  virtual void Initialize();

  //@{
  /**
   * 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.
   */
  virtual void Enable();
  virtual void Disable();
  //@}

  //@{
  /**
   * By default the interactor installs a MessageProc callback which
   * intercepts windows messages to the window and controls interactions.
   * MFC or BCB programs can prevent this and instead directly route any mouse/key
   * messages into the event bindings by setting InstallMessgeProc to false.
   */
  vtkSetMacro(InstallMessageProc,int);
  vtkGetMacro(InstallMessageProc,int);
  vtkBooleanMacro(InstallMessageProc,int);
  //@}

  /**
   * Win32 specific application terminate, calls ClassExitMethod then
   * calls PostQuitMessage(0) to terminate the application. An application can Specify
   * ExitMethod for alternative behavior (i.e. suppression of keyboard exit)
   */
  void TerminateApp(void);

  friend VTKRENDERINGOPENGL2_EXPORT LRESULT CALLBACK vtkHandleMessage(HWND hwnd,UINT uMsg, WPARAM w, LPARAM l);
  friend VTKRENDERINGOPENGL2_EXPORT LRESULT CALLBACK vtkHandleMessage2(HWND hwnd,UINT uMsg, WPARAM w, LPARAM l, vtkWin32RenderWindowInteractor *me);

  //@{
  /**
   * Various methods that a Win32 window can redirect to this class to be
   * handled.
   */
  virtual int OnMouseMove(HWND wnd, UINT nFlags, int X, int Y);
  virtual int OnNCMouseMove(HWND wnd, UINT nFlags, int X, int Y);
  virtual int OnRButtonDown(HWND wnd, UINT nFlags, int X, int Y, int repeat = 0);
  virtual int OnRButtonUp(HWND wnd, UINT nFlags, int X, int Y);
  virtual int OnMButtonDown(HWND wnd, UINT nFlags, int X, int Y, int repeat = 0);
  virtual int OnMButtonUp(HWND wnd, UINT nFlags, int X, int Y);
  virtual int OnLButtonDown(HWND wnd, UINT nFlags, int X, int Y, int repeat = 0);
  virtual int OnLButtonUp(HWND wnd, UINT nFlags, int X, int Y);
  virtual int OnSize(HWND wnd, UINT nType, int X, int Y);
  virtual int OnTimer(HWND wnd, UINT nIDEvent);
  virtual int OnKeyDown(HWND wnd, UINT nChar, UINT nRepCnt, UINT nFlags);
  virtual int OnKeyUp(HWND wnd, UINT nChar, UINT nRepCnt, UINT nFlags);
  virtual int OnChar(HWND wnd, UINT nChar, UINT nRepCnt, UINT nFlags);
  virtual int OnMouseWheelForward(HWND wnd, UINT nFlags, int X, int Y);
  virtual int OnMouseWheelBackward(HWND wnd, UINT nFlags, int X, int Y);
  virtual int OnFocus(HWND wnd, UINT nFlags);
  virtual int OnKillFocus(HWND wnd, UINT nFlags);
  virtual int OnTouch(HWND wnd, UINT wParam, UINT lParam);
  //@}

  //@{
  /**
   * Methods to set the default exit method for the class. This method is
   * only used if no instance level ExitMethod has been defined.  It is
   * provided as a means to control how an interactor is exited given
   * the various language bindings (tcl, Win32, etc.).
   */
  static void SetClassExitMethod(void (*f)(void *), void *arg);
  static void SetClassExitMethodArgDelete(void (*f)(void *));
  //@}

  /**
   * These methods correspond to the the Exit, User and Pick
   * callbacks. They allow for the Style to invoke them.
   */
  virtual void ExitCallback();

protected:
  vtkWin32RenderWindowInteractor();
  ~vtkWin32RenderWindowInteractor();

  HWND    WindowId;
  WNDPROC OldProc;
  int     InstallMessageProc;
  int     MouseInWindow;
  int     StartedMessageLoop;

  //@{
  /**
   * Class variables so an exit method can be defined for this class
   * (used to set different exit methods for various language bindings,
   * i.e. tcl, java, Win32)
   */
  static void (*ClassExitMethod)(void *);
  static void (*ClassExitMethodArgDelete)(void *);
  static void *ClassExitMethodArg;
  //@}

  //@{
  /**
   * Win32-specific internal timer methods. See the superclass for detailed
   * documentation.
   */
  virtual int InternalCreateTimer(int timerId, int timerType, unsigned long duration);
  virtual int InternalDestroyTimer(int platformTimerId);
  //@}

  /**
   * This will start up the event loop and never return. If you
   * call this method it will loop processing events until the
   * application is exited.
   */
  virtual void StartEventLoop();

#ifdef VTK_USE_TDX
  vtkTDxWinDevice *Device;
#endif

private:
  vtkWin32RenderWindowInteractor(const vtkWin32RenderWindowInteractor&) VTK_DELETE_FUNCTION;
  void operator=(const vtkWin32RenderWindowInteractor&) VTK_DELETE_FUNCTION;
};

#endif