145 lines
4.9 KiB
C++
145 lines
4.9 KiB
C++
#pragma once
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/* -*-c++-*-
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* dtEntity Game and Simulation Engine
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*
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* This library is free software; you can redistribute it and/or modify it under
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* the terms of the GNU Lesser General Public License as published by the Free
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* Software Foundation; either version 2.1 of the License, or (at your option)
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* any later version.
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*
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* This library is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
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* details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this library; if not, write to the Free Software Foundation, Inc.,
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* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Martin Scheffler
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*/
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#include <dtEntityOSG/export.h>
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#include <dtEntity/core.h>
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#include <dtEntity/message.h>
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#include <dtEntity/messagepump.h>
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#include <dtEntity/property.h>
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#include <dtEntity/windowinterface.h>
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#include <osg/GraphicsContext>
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namespace dtEntity
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{
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class EntityManager;
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}
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namespace osgViewer
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{
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class GraphicsWindow;
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class View;
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}
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namespace dtEntityOSG
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{
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class DTENTITY_OSG_EXPORT OSGWindowInterface : public dtEntity::WindowInterface
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{
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public:
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struct WindowPos
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{
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int mX;
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int mY;
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int mW;
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int mH;
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bool mWindowDeco;
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};
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OSGWindowInterface(dtEntity::EntityManager& em);
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~OSGWindowInterface();
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osgViewer::GraphicsWindow* GetWindowByContextId(unsigned int contextId) const;
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osgViewer::View* GetViewByContextId(unsigned int contextId) const;
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/**
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* Opens a new window if used viewer is a composite viewer.
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* @param name Name of osg nodes for window, view and camera to set
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* @param traits OSG GraphicsWindow traits to use
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* @contextId receives context id of newly created context
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* @return true if success, else false
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*/
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virtual bool OpenWindow(const std::string& name, unsigned int& contextId);
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virtual void CloseWindow(unsigned int contextid);
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/**
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* Get pick ray at given screen position
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*/
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dtEntity::Vec3f GetPickRay(unsigned int contextid, float x, float y, bool usePixels = false) const;
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virtual bool GetWindowGeometry(unsigned int contextid, int& x, int& y, int& width, int& height) const;
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virtual bool SetWindowGeometry(unsigned int contextid, int x, int y, int width, int height);
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virtual void SetFullscreen(unsigned int contextid, bool fullscreen);
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virtual bool GetFullscreen(unsigned int contextid) const;
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virtual dtEntity::EntityId PickEntity(double x,
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double y,
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unsigned int nodemask,
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unsigned int contextid,
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bool usePixels = true) const;
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void SetTraits(osg::GraphicsContext::Traits* traits) { mTraits = traits; }
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osg::GraphicsContext::Traits* GetTraits() const { return mTraits; }
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virtual void SetShowCursor(unsigned int contextid, bool);
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virtual dtEntity::Vec3d ConvertWorldToScreenCoords(unsigned int contextid, const dtEntity::Vec3d& coord);
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/**
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* Should the window with given context id be continuously redrawn
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* or only by request? Default is on
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*/
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virtual void SetContinuousRedraw(unsigned int contextid, bool);
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/**
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* If Continuous Redraw is off, request a redraw in next render traversal
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*/
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virtual void RequestRedraw(unsigned int contextid);
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/**
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* Get intersections between start and end and add them to isects vector
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* @param start Start of intersection line
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* @param end End of intersection lnie
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* @param isects Vector return value for isect results
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* @param nodemask Bit mask, used for selecting nodes for intersection
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* @param layer Name of layer attach point component from which intersecition test will
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* be executed downwards (default: layer "default")
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* @return true if an intersection was found
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*/
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virtual bool GetIntersections(const dtEntity::Vec3d& start, const dtEntity::Vec3d& end,
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std::vector<dtEntity::WindowInterface::Intersection>& isects,
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unsigned int nodemask = dtEntity::NodeMasks::PICKABLE | dtEntity::NodeMasks::TERRAIN,
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dtEntity::StringId layer = dtEntity::StringId()
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) const;
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protected:
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bool OpenWindowInternal(const std::string& name, unsigned int& contextId);
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dtEntity::EntityManager* mEntityManager;
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typedef std::map<unsigned int, WindowPos> WindowPosMap;
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WindowPosMap mWindowPositions;
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osg::ref_ptr<osg::GraphicsContext::Traits> mTraits;
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};
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inline OSGWindowInterface* GetOSGWindowInterface()
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{
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return static_cast<OSGWindowInterface*>(dtEntity::GetWindowInterface());
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}
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}
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