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/* This file is part of the Pangolin Project.
* http://github.com/stevenlovegrove/Pangolin
*
* Copyright (c) 2011 Steven Lovegrove, Richard Newcombe
*
* 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.
*/
#pragma once
#include <pangolin/platform.h>
#include <pangolin/gl/glinclude.h>
#include <pangolin/handler/handler_enums.h>
#include <pangolin/utils/params.h>
#include <pangolin/display/window.h>
#include <functional>
#include <string>
#include <memory>
/*! \file display.h
* This file contains a number of global methods for creating and
* querying window state as well as handling user input.
*/
namespace pangolin
{
// CreateWindowAndBind parameter key names.
// X11 Window options:
extern const char* PARAM_DISPLAYNAME; // std::string
extern const char* PARAM_DOUBLEBUFFER; // bool
extern const char* PARAM_SAMPLE_BUFFERS; // int
extern const char* PARAM_SAMPLES; // int
extern const char* PARAM_HIGHRES; // bool - Apple Retina screens only
// Forward Declarations
struct View;
struct Viewport;
class UserApp;
/// Give this OpenGL context a name or switch contexts.
/// This is required to initialise Pangolin for use with an
/// externally defined OpenGL context. You needn't call it
/// if you have used CreateWindowAndBind() to create a window
/// or launched a pangolin::UserApp
PANGOLIN_EXPORT
WindowInterface& BindToContext(std::string name);
/// Initialise OpenGL window (determined by platform) and bind context.
/// This method will choose an available windowing system if one is present.
PANGOLIN_EXPORT
WindowInterface& CreateWindowAndBind(std::string window_title, int w = 640, int h = 480, const Params& params = Params());
/// Return pointer to current Pangolin Window context, or nullptr if none bound.
PANGOLIN_EXPORT
WindowInterface* GetBoundWindow();
PANGOLIN_EXPORT
void DestroyWindow(const std::string& window_title);
/// Launch users derived UserApp, controlling OpenGL event loop.
/// This method will block until the application exits, calling app's
/// Init() method to start and Render() method subsequently to draw each frame.
/// @return exit code for use when returning from main. Currently always 0.
PANGOLIN_EXPORT
int LaunchUserApp(UserApp& app);
/// Perform any post rendering, event processing and frame swapping.
PANGOLIN_EXPORT
void FinishFrame();
/// Request that the window close.
PANGOLIN_EXPORT
void Quit();
/// Request that all windows close.
PANGOLIN_EXPORT
void QuitAll();
/// Returns true if user has requested to close OpenGL window.
PANGOLIN_EXPORT
bool ShouldQuit();
/// Returns true if user has interacted with the window since this was last called.
PANGOLIN_EXPORT
bool HadInput();
/// Returns true if user has resized the window.
PANGOLIN_EXPORT
bool HasResized();
/// Renders any views with default draw methods.
PANGOLIN_EXPORT
void RenderViews();
/// Perform any post render events, such as screen recording.
PANGOLIN_EXPORT
void PostRender();
/// Request to be notified via functor when key is pressed.
/// Functor may take one parameter which will equal the key pressed
PANGOLIN_EXPORT
void RegisterKeyPressCallback(int key, std::function<void(void)> func);
/// Save window contents to image.
PANGOLIN_EXPORT
void SaveWindowOnRender(std::string filename_prefix);
PANGOLIN_EXPORT
void SaveFramebuffer(std::string prefix, const Viewport& v);
namespace process
{
/// Tell pangolin to process input to drive display.
/// You will need to call this manually if you haven't let
/// Pangolin register callbacks from your windowing system
PANGOLIN_EXPORT
void Keyboard( unsigned char key, int x, int y);
PANGOLIN_EXPORT
void KeyboardUp(unsigned char key, int x, int y);
PANGOLIN_EXPORT
void SpecialFunc(int key, int x, int y);
PANGOLIN_EXPORT
void SpecialFuncUp(int key, int x, int y);
/// Tell pangolin base window size has changed
/// You will need to call this manually if you haven't let
/// Pangolin register callbacks from your windowing system
PANGOLIN_EXPORT
void Resize(int width, int height);
/// Event based rendering entry point. Not currently supported.
PANGOLIN_EXPORT
void Display();
PANGOLIN_EXPORT
void Mouse( int button, int state, int x, int y);
PANGOLIN_EXPORT
void MouseMotion( int x, int y);
PANGOLIN_EXPORT
void PassiveMouseMotion(int x, int y);
PANGOLIN_EXPORT
void Scroll(float x, float y);
PANGOLIN_EXPORT
void Zoom(float m);
PANGOLIN_EXPORT
void Rotate(float r);
PANGOLIN_EXPORT
void SubpixMotion(float x, float y, float pressure, float rotation, float tiltx, float tilty);
PANGOLIN_EXPORT
void SpecialInput(InputSpecial inType, float x, float y, float p1, float p2, float p3, float p4);
}
/// Retrieve 'base' display, corresponding to entire window.
PANGOLIN_EXPORT
View& DisplayBase();
/// Create or retrieve named display managed by pangolin (automatically deleted).
PANGOLIN_EXPORT
View& Display(const std::string& name);
/// Create unnamed display managed by pangolin (automatically deleted).
PANGOLIN_EXPORT
View& CreateDisplay();
/// Switch between windowed and fullscreen mode.
PANGOLIN_EXPORT
void ToggleFullscreen();
/// Switch windows/fullscreenmode = fullscreen.
PANGOLIN_EXPORT
void SetFullscreen(bool fullscreen = true);
/// Toggle display of Pangolin console
PANGOLIN_EXPORT
void ToggleConsole();
/// Convenience functor for toggling pangolin::View.
/// Use with RegisterKeyPressCallback for example
struct ToggleViewFunctor {
inline ToggleViewFunctor(View& view);
inline ToggleViewFunctor(const std::string& name);
void operator()();
View& view;
};
}