Files
OpenSpace/include/openspace/engine/wrapper/windowwrapper.h
Alexander Bock d139dd2d22 Clean include guards in OpenSpace core
Remove unused files
2016-12-09 13:54:22 +01:00

262 lines
11 KiB
C++

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2016 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef __OPENSPACE_CORE___WINDOWWRAPPER___H__
#define __OPENSPACE_CORE___WINDOWWRAPPER___H__
#include <ghoul/glm.h>
#include <ghoul/misc/exception.h>
#include <cstdint>
#include <functional>
#include <vector>
namespace openspace {
namespace scripting { struct LuaLibrary; }
/**
* A WindowWrapper is a class that handles the abstraction between OpenSpace and a
* specific window creation framework.<br>
* Every new windowing framework needs to have its own WindowWrapper subclass exposing the
* required features.
*/
class WindowWrapper {
public:
/**
* Returns the Lua library that contains all Lua functions available to affect the
* windowing system.
*/
static scripting::LuaLibrary luaLibrary();
/**
* This method closes the application by calling the necessary terminate function of
* the window management system
*/
virtual void terminate();
/**
* This method enables or disables a framelock barrier. If the specific windowing
* framework does not provide a framelock, this method defaults to a no-op.
* \param enabled If <code>true</code> the framelock is enabled, <code>false</code>
* disables it
*/
virtual void setBarrier(bool enabled);
/**
* This method enables or disables a framelock barrier. If the specific windowing
* framework does not provide a framelock, this method defaults to a no-op.
* \param enabled If <code>true</code> the framelock is enabled, <code>false</code>
* disables it
*/
virtual void setSynchronization(bool enabled);
/**
* This method clears all the rendering windows with the specified \p clearColor. In
* most OpenGL cases, this will end up with one or mode <code>glClear</code> calls.
* This method defaults to a no-op.
* \param clearColor The color with which to clear all windows
*/
virtual void clearAllWindows(const glm::vec4& clearColor);
/**
* Returns whether the current window has been resized recently. On default, this
* method always returns <code>false</code>.
* \return <code>true</code> if the current window has been resized recently,
* <code>false</code> otherwise
*/
virtual bool windowHasResized() const;
/**
* Returns the average frametime in seconds. On default, this method returns
* <code>0.0</code>.
* \return The average frametime in seconds
*/
virtual double averageDeltaTime() const;
/**
* Returns the frametime in seconds. On default, this method returns <code>0.0</code>.
* \return The frametime in seconds
*/
virtual double deltaTime() const;
/**
* Returns the location of the mouse cursor in pixel screen coordinates. On default,
* this method returns <code>0,0</code>.
* \return The location of the mouse cursor in pixel screen coordinates
*/
virtual glm::vec2 mousePosition() const;
/**
* Returns a bitmask of the status of all available mouse buttons. Bit <code>i</code>
* is <code>1</code> if mouse button <code>i</code> is pressed down;
* <code>false</code> otherwise. On default, this method returns that none of the
* buttons is pressed.
* \param maxNumber The maximum number of mouse buttons that should be queried
* \return A bitmask showing the status of all mouse buttons (up to \p maxNumber)
*/
virtual uint32_t mouseButtons(int maxNumber = 8) const;
/**
* Returns the size of the currently active window in pixel coordinates. On default,
* this method returns a window size of <code>0,0</code>.
* \return The size of the currently active window in pixel coordinates
*/
virtual glm::ivec2 currentWindowSize() const;
/**
* Returns the resolution of the currently active window in pixel coordinates. On
* default, this method returns the same size as #currentWindowSize.
* \return The resolution of the currently active window in pixel coordinates
*/
virtual glm::ivec2 currentWindowResolution() const;
/**
* Returns the resolution of the currently active framebuffer in pixel coordinates.
* On default, this method returns the same size as #currentWindowSize.
* \return The resolution of the currently active window in pixel coordinates
*/
virtual glm::ivec2 currentDrawBufferResolution() const;
/**
* Returns the DPI scaling factor for the current window. This is normally 1 on all
* regular monitors and 2 on Retina screens.
* \return The DPI scaling factor for the current window
*/
virtual glm::vec2 dpiScaling() const;
/**
* Returns the number of anti-aliasing samples used in the current window.
*/
virtual int currentNumberOfAaSamples() const;
/**
* Returns <code>true</code> if the current rendering method is regular, i.e., it is
* a flat projection without non-linear distortions. Returns <code>false</code> in
* other cases, for example fisheye projections. On default, this method will return
* <code>true</code>.
* \return Whether the current rendering method is a regular method
*/
virtual bool isRegularRendering() const;
/**
* Returns <code>true</code> if there is a dedicated GUI window. In these cases, the
* GUI elements will not be drawn on the non-GUI windows but only on the dedicated
* windows.
* \return Whether there are dedicated GUI windows
*/
virtual bool hasGuiWindow() const;
/**
* Returns <code>true</code> if the current rendering window is a GUI-only window. In
* these cases, the regular rendering is suppressed, but input is still possible in
* the window
* \return Whether the current rendering window is GUI-only
*/
virtual bool isGuiWindow() const;
/**
* Returns <code>true</code> if the current rendering window is using swap groups.
*/
virtual bool isUsingSwapGroups() const;
/**
* Returns <code>true</code> if the current rendering window is master of the swap its group.
*/
virtual bool isSwapGroupMaster() const;
/**
* Returns the currently employed view-projection matrix. On default, this method will
* return the identity matrix.
* \return The currently employed view-projection matrix
*/
virtual glm::mat4 viewProjectionMatrix() const;
/**
* Returns the currently employed model matrix. On default, this method will return
* the identity matrix.
* \return The currently employed model matrix
*/
virtual glm::mat4 modelMatrix() const;
/**
* Sets the near and far clipping planes of the rendering window. This method defaults
* to a no-op.
* \param near The near clipping plane
* \param far The far clipping plane
*/
virtual void setNearFarClippingPlane(float near, float far);
/**
* Sets the stereo eye separation distance for the render engine.
* \param distance The distance between eyes for stereo rendering.
*/
virtual void setEyeSeparationDistance(float distance);
/**
* Returns the location and size of the current viewport (<code>x</code>,
* <code>width</code>, <code>y</code>, and <code>height</code>). If there is only a
* single viewport, <code>x</code> and <code>y</code> are <code>0</code> whereas
* <code>width</code> and <code>height</code> are equal to #currentWindowResolution.
* \return The location and size of the current viewport
*/
virtual glm::ivec4 viewportPixelCoordinates() const;
/**
* Returns <code>true</code> if there is an external control connected, i.e., an
* application that can receive control commands. On default, this method will return
* <code>false</code>.
* \return If there is an external control connected
*/
virtual bool isExternalControlConnected() const;
/**
* Sends a \p message to an external control. This method defaults to a no-op.
* \param message The message to be sent
*/
virtual void sendMessageToExternalControl(const std::vector<char>& message) const;
/**
* Returns <code>true</code> if the rendering is a single viewport with an single
* window; <code>false</code> otherwise. On default, this method returns
* <code>true</code>
* \returns <code>true</code> if the rendering is a single viewport with an single
* widnow; <code>false</code> otherwise
*/
virtual bool isSimpleRendering() const;
/**
* Advises the windowing system to take a screenshot. This method defaults to a no-op.
*/
virtual void takeScreenshot(bool applyWarping = false) const;
struct WindowWrapperException : public ghoul::RuntimeError {
explicit WindowWrapperException(const std::string& msg);
};
};
} // namespace openspace
#endif // __OPENSPACE_CORE___WINDOWWRAPPER___H__