Files
qt6-migration-pipeline/external/dtEntity/include/dtEntityOSG/osgwindowinterface.h
T
torsten 99e70069ad
Qt6 Migration CI / migrate (push) Canceled after 0s
Adds external dep dtentity
2026-10-24 09:01:01 +00:00

145 lines
4.9 KiB
C++

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