mirror of
https://github.com/OpenSpace/OpenSpace.git
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239 lines
9.9 KiB
C++
239 lines
9.9 KiB
C++
/*****************************************************************************************
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* *
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* OpenSpace *
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* *
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* Copyright (c) 2014-2016 *
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
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* software and associated documentation files (the "Software"), to deal in the Software *
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* without restriction, including without limitation the rights to use, copy, modify, *
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* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
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* permit persons to whom the Software is furnished to do so, subject to the following *
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* conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in all copies *
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* or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
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* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
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* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
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* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
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****************************************************************************************/
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#ifndef __WINDOWWRAPPER_H__
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#define __WINDOWWRAPPER_H__
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#include <ghoul/glm.h>
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#include <ghoul/misc/exception.h>
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#include <cstdint>
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#include <functional>
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#include <vector>
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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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/**
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* This method closes the application by calling the necessary terminate function of
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* the window management system
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*/
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virtual void terminate();
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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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* This method defaults to a no-op.
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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);
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/**
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* Returns whether the current window has been resized recently. On default, this
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* method always returns <code>false</code>.
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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;
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/**
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* Returns the average frametime in seconds. On default, this method returns
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* <code>0.0</code>.
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* \return The average frametime in seconds
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*/
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virtual double averageDeltaTime() const;
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/**
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* Returns the frametime in seconds. On default, this method returns <code>0.0</code>.
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* \return The frametime in seconds
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*/
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virtual double deltaTime() const;
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/**
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* Returns the location of the mouse cursor in pixel screen coordinates. On default,
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* this method returns <code>0,0</code>.
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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;
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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. On default, this method returns that none of the
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* buttons is pressed.
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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;
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/**
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* Returns the size of the currently active window in pixel coordinates. On default,
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* this method returns a window size of <code>0,0</code>.
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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;
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/**
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* Returns the resolution of the currently active window in pixel coordinates. On
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* default, this method returns the same size as #currentWindowSize.
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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 the resolution of the currently active framebuffer in pixel coordinates.
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* On default, this method returns the same size as #currentWindowSize.
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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 currentDrawBufferResolution() const;
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/**
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* Returns the number of anti-aliasing samples used in the current window.
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*/
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virtual int currentNumberOfAaSamples() 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. On default, this method will return
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* <code>true</code>.
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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 <code>true</code> if there is a dedicated GUI window. In these cases, the
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* GUI elements will not be drawn on the non-GUI windows but only on the dedicated
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* windows.
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* \return Whether there are dedicated GUI windows
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*/
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virtual bool hasGuiWindow() const;
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/**
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* Returns <code>true</code> if the current rendering window is a GUI-only window. In
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* these cases, the regular rendering is suppressed, but input is still possible in
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* the window
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* \return Whether the current rendering window is GUI-only
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*/
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virtual bool isGuiWindow() const;
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/**
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* Returns <code>true</code> if the current rendering window is using swap groups.
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*/
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virtual bool isUsingSwapGroups() const;
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/**
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* Returns <code>true</code> if the current rendering window is master of the swap its group.
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*/
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virtual bool isSwapGroupMaster() const;
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/**
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* Returns the currently employed view-projection matrix. On default, this method will
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* return the identity 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;
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/**
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* Returns the currently employed model matrix. On default, this method will return
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* the identity matrix.
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* \return The currently employed model matrix
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*/
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virtual glm::mat4 modelMatrix() const;
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/**
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* Sets the near and far clipping planes of the rendering window. This method defaults
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* to a no-op.
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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);
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/**
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* Sets the stereo eye separation distance for the render engine.
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* \param distance The distance between eyes for stereo rendering.
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*/
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virtual void setEyeSeparationDistance(float distance);
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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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/**
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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. On default, this method will return
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* <code>false</code>.
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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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/**
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* Sends a \p message to an external control. This method defaults to a no-op.
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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. On default, this method returns
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* <code>true</code>
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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. This method defaults to a no-op.
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*/
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virtual void takeScreenshot() const;
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struct WindowWrapperException : public ghoul::RuntimeError {
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explicit WindowWrapperException(const std::string& msg);
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};
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};
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} // namespace openspace
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#endif // _WINDOW_H__
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