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flightgear/src/Canvas/window.cxx

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// Window for placing a Canvas onto it (for dialogs, menus, etc.)
//
// Copyright (C) 2012 Thomas Geymayer <tomgey@gmail.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program 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
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "window.hxx"
#include <Canvas/canvas.hxx>
#include <osg/BlendFunc>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osgGA/GUIEventHandler>
/**
* Callback to enable/disable rendering of canvas displayed inside windows
*/
class CullCallback:
public osg::Drawable::CullCallback
{
public:
CullCallback(Canvas::CameraCullCallback* camera_cull);
private:
Canvas::CameraCullCallback *_camera_cull;
virtual bool cull( osg::NodeVisitor* nv,
osg::Drawable* drawable,
osg::RenderInfo* renderInfo ) const;
};
//------------------------------------------------------------------------------
CullCallback::CullCallback(Canvas::CameraCullCallback* camera_cull):
_camera_cull( camera_cull )
{
}
//------------------------------------------------------------------------------
bool CullCallback::cull( osg::NodeVisitor* nv,
osg::Drawable* drawable,
osg::RenderInfo* renderInfo ) const
{
_camera_cull->enableRendering();
return false;
}
namespace canvas
{
//----------------------------------------------------------------------------
Window::Window(SGPropertyNode* node):
PropertyBasedElement(node),
_dirty(true),
_geometry( new osg::Geometry ),
_vertices( new osg::Vec3Array(4) ),
_tex_coords( new osg::Vec2Array(4) ),
_x(node, "x"),
_y(node, "y"),
_width(node, "size[0]"),
_height(node, "size[1]")
{
_x = 50;
_y = 100;
_width = 400;
_height = 300;
_geometry->setVertexArray(_vertices);
_geometry->setTexCoordArray(0,_tex_coords);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0,1.0f);
_geometry->setColorArray(colors);
_geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
_geometry->addPrimitiveSet(
new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4)
);
_geometry->setDataVariance(osg::Object::DYNAMIC);
osg::StateSet* stateSet = _geometry->getOrCreateStateSet();
stateSet->setRenderBinDetails(1000, "RenderBin");
// speed optimization?
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::BlendFunc(
osg::BlendFunc::SRC_ALPHA,
osg::BlendFunc::ONE_MINUS_SRC_ALPHA)
);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
}
//----------------------------------------------------------------------------
Window::~Window()
{
}
//----------------------------------------------------------------------------
void Window::update(double delta_time_sec)
{
if( !_dirty )
return;
_dirty = false;
_region.set(_x, _y, _width, _height);
int z = 0; // TODO do we need to use z for depth ordering?
(*_vertices)[0].set(_region.l(), _region.t(), z);
(*_vertices)[1].set(_region.r(), _region.t(), z);
(*_vertices)[2].set(_region.r(), _region.b(), z);
(*_vertices)[3].set(_region.l(), _region.b(), z);
float l = 0, t = 1, b = 0, r = 1;
(*_tex_coords)[0].set(l,t);
(*_tex_coords)[1].set(r,t);
(*_tex_coords)[2].set(r,b);
(*_tex_coords)[3].set(l,b);
_geometry->dirtyDisplayList();
}
//----------------------------------------------------------------------------
void Window::valueChanged (SGPropertyNode * node)
{
if( node->getParent() != _node )
return;
const std::string& name = node->getNameString();
if( name == "x" || name == "y" || name == "size" )
_dirty = true;
}
//----------------------------------------------------------------------------
void Window::setCanvas(CanvasPtr canvas)
{
_canvas = canvas;
_geometry->getOrCreateStateSet()
->setTextureAttribute(0, canvas ? canvas->getTexture() : 0);
_geometry->dirtyDisplayList();
_geometry->setCullCallback(
canvas ? new CullCallback(canvas->getCameraCullCallback()) : 0
);
}
//----------------------------------------------------------------------------
CanvasWeakPtr Window::getCanvas() const
{
return _canvas;
}
//----------------------------------------------------------------------------
bool Window::handleMouseEvent(const MouseEvent& event)
{
if( !_canvas.expired() )
return _canvas.lock()->handleMouseEvent(event);
else
return false;
}
} // namespace canvas