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flightgear/src/Main/WindowSystemAdapter.cxx
timoore 6f802959ce CameraGroup class for managing multiple cameras.
CameraGroup supports cameras opened in different windows or in the
same window, with flexible view and perspective specification.

Clean up mouse click handling via osgViewer. Don't let any camera
"have focus;" this forces events to be reported in window coordinates
and simplifies life. Don't use the osgViewer::View::requestWarpPointer
method; instead use our own code which only deals with window
coordinates.

Make glut and sdl versions work with CameraGroup too.
2008-08-01 15:57:29 +00:00

97 lines
2.6 KiB
C++

// Copyright (C) 2008 Tim Moore
//
// 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.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <plib/pu.h>
#include<algorithm>
#include <functional>
#include "CameraGroup.hxx"
#include "WindowSystemAdapter.hxx"
#include <osg/Camera>
#include <osg/GraphicsContext>
#include <osg/Viewport>
using namespace osg;
using namespace std;
namespace flightgear
{
ref_ptr<WindowSystemAdapter> WindowSystemAdapter::_wsa;
void GraphicsContextOperation::operator()(GraphicsContext* gc)
{
run(gc);
++done;
}
WindowSystemAdapter::WindowSystemAdapter() :
_nextWindowID(0), _isPuInitialized(false)
{
}
GraphicsWindow*
WindowSystemAdapter::registerWindow(GraphicsContext* gc,
const string& windowName)
{
GraphicsWindow* window = new GraphicsWindow(gc, windowName,
_nextWindowID++);
windows.push_back(window);
return window;
}
// The pu getWindow callback is supposed to return a window ID that
// would allow drawing a GUI on different windows. All that stuff is
// broken in multi-threaded OSG, and we only have one GUI "window"
// anyway, so just return a constant.
int WindowSystemAdapter::puGetWindow()
{
return 1;
}
void WindowSystemAdapter::puGetWindowSize(int* width, int* height)
{
*width = 0;
*height = 0;
Camera* camera = getGUICamera(CameraGroup::getDefault());
if (!camera)
return;
Viewport* vport = camera->getViewport();
*width = (int)vport->width();
*height = (int)vport->height();
}
void WindowSystemAdapter::puInitialize()
{
puSetWindowFuncs(puGetWindow, 0, puGetWindowSize, 0);
puRealInit();
}
GraphicsWindow* WindowSystemAdapter::findWindow(const string& name)
{
for (WindowVector::iterator iter = windows.begin(), e = windows.end();
iter != e;
++iter) {
if ((*iter)->name == name)
return iter->get();
}
return 0;
}
}