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Cleanup of WindowWrapper classes
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@@ -33,34 +33,124 @@
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namespace openspace {
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/**
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* A WindowWrapper is a class that handles the abstraction between OpenSpace and a
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* specific window creation framework.<br>
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* Every new windowing framework needs to have its own WindowWrapper subclass exposing the
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* required features.
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*/
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class WindowWrapper {
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public:
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virtual void setBarrier(bool enabled) = 0;
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virtual void clearAllWindows() = 0;
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/**
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* This method enables or disables a framelock barrier. If the specific windowing
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* framework does not provide a framelock, this method defaults to a no-op.
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* \param enabled If <code>true</code> the framelock is enabled, <code>false</code>
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* disables it
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*/
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virtual void setBarrier(bool enabled);
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/**
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* This method clears all the rendering windows with the specified \p clearColor. In
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* most OpenGL cases, this will end up with one or mode <code>glClear</code> calls.
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* \param clearColor The color with which to clear all windows
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*/
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virtual void clearAllWindows(const glm::vec4& clearColor) = 0;
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/**
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* Returns whether the current window has been resized recently.
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* \return <code>true</code> if the current window has been resized recently,
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* <code>false</code> otherwise
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*/
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virtual bool windowHasResized() const = 0;
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virtual double time() const = 0;
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virtual double averageDeltaTime() const = 0;
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virtual uint32_t mouseButtons(int maxNumber = 8) const = 0;
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virtual glm::vec2 mousePosition() const = 0;
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virtual glm::ivec2 currentWindowSize() const = 0;
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virtual glm::ivec2 currentWindowResolution() const = 0;
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virtual bool isRegularRendering() const = 0;
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/**
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* Returns the average frametime in seconds.
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* \return The average frametime in seconds
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*/
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virtual double averageDeltaTime() const = 0;
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/**
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* Returns the location of the mouse cursor in pixel screen coordinates.
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* \return The location of the mouse cursor in pixel screen coordinates
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*/
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virtual glm::vec2 mousePosition() const = 0;
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/**
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* Returns a bitmask of the status of all available mouse buttons. Bit <code>i</code>
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* is <code>1</code> if mouse button <code>i</code> is pressed down;
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* <code>false</code> otherwise.
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* \param maxNumber The maximum number of mouse buttons that should be queried
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* \return A bitmask showing the status of all mouse buttons (up to \p maxNumber)
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*/
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virtual uint32_t mouseButtons(int maxNumber = 8) const = 0;
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/**
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* Returns the size of the currently active window in pixel coordinates.
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* \return The size of the currently active window in pixel coordinates
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*/
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virtual glm::ivec2 currentWindowSize() const = 0;
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/**
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* Returns the resolution of the currently active window in pixel coordinates.
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* \return The resolution of the currently active window in pixel coordinates
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*/
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virtual glm::ivec2 currentWindowResolution() const;
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/**
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* Returns <code>true</code> if the current rendering method is regular, i.e., it is
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* a flat projection without non-linear distortions. Returns <code>false</code> in
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* other cases, for example fisheye projections.
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* \return Whether the current rendering method is a regular method
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*/
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virtual bool isRegularRendering() const;
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/**
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* Returns the currently employed view-projection matrix.
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* \return The currently employed view-projection matrix
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*/
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virtual glm::mat4 viewProjectionMatrix() const = 0;
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/**
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* Sets the near and far clipping planes of the rendering window.
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* \param near The near clipping plane
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* \param far The far clipping plane
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*/
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virtual void setNearFarClippingPlane(float near, float far) = 0;
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virtual glm::ivec4 viewportPixelCoordinates() const = 0;
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/**
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* Returns the location and size of the current viewport (<code>x</code>,
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* <code>width</code>, <code>y</code>, and <code>height</code>). If there is only a
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* single viewport, <code>x</code> and <code>y</code> are <code>0</code> whereas
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* <code>width</code> and <code>height</code> are equal to #currentWindowResolution.
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* \return The location and size of the current viewport
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*/
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virtual glm::ivec4 viewportPixelCoordinates() const;
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virtual bool isExternalControlConnected() const = 0;
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virtual void sendMessageToExternalControl(const std::vector<char>& message) const = 0;
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/**
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* Returns <code>true</code> if there is an external control connected, i.e., an
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* application that can receive control commands.
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* \return If there is an external control connected
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*/
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virtual bool isExternalControlConnected() const;
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// true for single viewport, single window; false otherwise
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virtual bool isSimpleRendering() const = 0;
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/**
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* Sends a \p message to an external control.
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* \param message The message to be sent
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*/
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virtual void sendMessageToExternalControl(const std::vector<char>& message) const;
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/**
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* Returns <code>true</code> if the rendering is a single viewport with an single
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* window; <code>false</code> otherwise.
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* \returns <code>true</code> if the rendering is a single viewport with an single
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* widnow; <code>false</code> otherwise
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*/
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virtual bool isSimpleRendering() const;
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/**
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* Advises the windowing system to take a screenshot.
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*/
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virtual void takeScreenshot() const = 0;
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//virtual void forEachWindow(std::function<void (void)> function) = 0;
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};
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} // namespace openspace
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