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ar_basalt/thirdparty/Pangolin/include/pangolin/scene/interactive.h
2022-04-05 11:42:28 +03:00

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/* 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 <pangolin/gl/glplatform.h>
#include <pangolin/display/opengl_render_state.h>
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;
};
}