/* This file is part of the Pangolin Project. * http://github.com/stevenlovegrove/Pangolin * * Copyright (c) 2011 Steven Lovegrove * * 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 #include namespace pangolin { struct Interactive { static __thread GLuint current_id; virtual ~Interactive() {} virtual bool Mouse( int button, const GLprecision win[3], const GLprecision obj[3], const GLprecision normal[3], bool pressed, int button_state, int pickId ) = 0; virtual bool MouseMotion( const GLprecision win[3], const GLprecision obj[3], const GLprecision normal[3], int button_state, int pickId ) = 0; }; struct RenderParams { RenderParams() : render_mode(GL_RENDER) { } GLint render_mode; }; struct Manipulator : public Interactive { virtual void Render(const RenderParams& params) = 0; }; }