/*========================================================================= Program: Visualization Toolkit Module: vtkXOpenGLRenderWindow.h Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ /** * @class vtkXOpenGLRenderWindow * @brief OpenGL rendering window * * vtkXOpenGLRenderWindow is a concrete implementation of the abstract class * vtkRenderWindow. vtkOpenGLRenderer interfaces to the OpenGL graphics * library. Application programmers should normally use vtkRenderWindow * instead of the OpenGL specific version. */ #ifndef vtkXOpenGLRenderWindow_h #define vtkXOpenGLRenderWindow_h #include "vtkRenderingOpenGLModule.h" // For export macro #include "vtkOpenGLRenderWindow.h" #include // Needed for X types used in the public interface #include // Needed for X types used in the public interface class vtkIdList; class vtkXOpenGLRenderWindowInternal; class VTKRENDERINGOPENGL_EXPORT vtkXOpenGLRenderWindow : public vtkOpenGLRenderWindow { public: static vtkXOpenGLRenderWindow *New(); vtkTypeMacro(vtkXOpenGLRenderWindow,vtkOpenGLRenderWindow); void PrintSelf(ostream& os, vtkIndent indent); /** * Begin the rendering process. */ virtual void Start(void); /** * End the rendering process and display the image. */ virtual void Frame(void); /** * Initialize the window for rendering. */ virtual void WindowInitialize(void); /** * Initialize the rendering window. This will setup all system-specific * resources. This method and Finalize() must be symmetric and it * should be possible to call them multiple times, even changing WindowId * in-between. This is what WindowRemap does. */ virtual void Initialize(void); /** * "Deinitialize" the rendering window. This will shutdown all system-specific * resources. After having called this, it should be possible to destroy * a window that was used for a SetWindowId() call without any ill effects. */ virtual void Finalize(void); /** * Change the window to fill the entire screen. */ virtual void SetFullScreen(int); /** * Resize the window. */ virtual void WindowRemap(void); /** * Set the preferred window size to full screen. */ virtual void PrefFullScreen(void); //@{ /** * Specify the size of the rendering window in pixels. */ virtual void SetSize(int,int); virtual void SetSize(int a[2]) {this->SetSize(a[0], a[1]);}; //@} //@{ /** * Get the X properties of an ideal rendering window. */ virtual Colormap GetDesiredColormap(); virtual Visual *GetDesiredVisual(); virtual XVisualInfo *GetDesiredVisualInfo(); virtual int GetDesiredDepth(); //@} /** * Prescribe that the window be created in a stereo-capable mode. This * method must be called before the window is realized. This method * overrides the superclass method since this class can actually check * whether the window has been realized yet. */ virtual void SetStereoCapableWindow(int capable); /** * Make this window the current OpenGL context. */ void MakeCurrent(); /** * Tells if this window is the current OpenGL context for the calling thread. */ virtual bool IsCurrent(); /** * If called, allow MakeCurrent() to skip cache-check when called. * MakeCurrent() reverts to original behavior of cache-checking * on the next render. */ void SetForceMakeCurrent(); /** * Get report of capabilities for the render window */ const char *ReportCapabilities(); /** * Does this render window support OpenGL? 0-false, 1-true */ int SupportsOpenGL(); /** * Is this render window using hardware acceleration? 0-false, 1-true */ int IsDirect(); /** * Xwindow get set functions */ virtual void *GetGenericDisplayId() { return this->GetDisplayId(); } virtual void *GetGenericWindowId(); virtual void *GetGenericParentId() { return reinterpret_cast(this->ParentId); } virtual void *GetGenericContext(); virtual void *GetGenericDrawable() { return reinterpret_cast(this->WindowId); } /** * Get the current size of the screen in pixels. */ virtual int *GetScreenSize(); /** * Get the position in screen coordinates (pixels) of the window. */ virtual int *GetPosition(); /** * Get this RenderWindow's X display id. */ Display *GetDisplayId(); //@{ /** * Set the X display id for this RenderWindow to use to a pre-existing * X display id. */ void SetDisplayId(Display *); void SetDisplayId(void *); //@} /** * Get this RenderWindow's parent X window id. */ Window GetParentId(); //@{ /** * Sets the parent of the window that WILL BE created. */ void SetParentId(Window); void SetParentId(void *); //@} /** * Get this RenderWindow's X window id. */ Window GetWindowId(); //@{ /** * Set this RenderWindow's X window id to a pre-existing window. */ void SetWindowId(Window); void SetWindowId(void *); //@} /** * Specify the X window id to use if a WindowRemap is done. */ void SetNextWindowId(Window); /** * Set the window id of the new window once a WindowRemap is done. * This is the generic prototype as required by the vtkRenderWindow * parent. */ void SetNextWindowId(void *); void SetWindowName(const char *); /** * Initialize the render window from the information associated * with the currently activated OpenGL context. */ virtual bool InitializeFromCurrentContext(); //@{ /** * Move the window to a new position on the display. */ void SetPosition(int,int); void SetPosition(int a[2]) {this->SetPosition(a[0], a[1]);}; //@} //@{ /** * Hide or Show the mouse cursor, it is nice to be able to hide the * default cursor if you want VTK to display a 3D cursor instead. */ void HideCursor(); void ShowCursor(); //@} /** * Change the shape of the cursor */ virtual void SetCurrentCursor(int); /** * Check to see if a mouse button has been pressed or mouse wheel activated. * All other events are ignored by this method. * This is a useful check to abort a long render. */ virtual int GetEventPending(); /** * Set this RenderWindow's X window id to a pre-existing window. */ void SetWindowInfo(char *info); /** * Set the window info that will be used after WindowRemap() */ void SetNextWindowInfo(char *info); /** * Sets the X window id of the window that WILL BE created. */ void SetParentInfo(char *info); /** * This computes the size of the render window * before calling the supper classes render */ virtual void Render(); /** * Render without displaying the window. */ void SetOffScreenRendering(int i); protected: vtkXOpenGLRenderWindow(); ~vtkXOpenGLRenderWindow(); vtkXOpenGLRenderWindowInternal *Internal; Window ParentId; Window WindowId; Window NextWindowId; Display *DisplayId; Colormap ColorMap; int OwnWindow; int OwnDisplay; int ScreenSize[2]; int CursorHidden; int ForceMakeCurrent; int UsingHardware; char *Capabilities; // we must keep track of the cursors we are using Cursor XCCrosshair; Cursor XCArrow; Cursor XCSizeAll; Cursor XCSizeNS; Cursor XCSizeWE; Cursor XCSizeNE; Cursor XCSizeNW; Cursor XCSizeSE; Cursor XCSizeSW; Cursor XCHand; void CreateAWindow(); void DestroyWindow(); void CreateOffScreenWindow(int width, int height); void DestroyOffScreenWindow(); void ResizeOffScreenWindow(int width, int height); private: vtkXOpenGLRenderWindow(const vtkXOpenGLRenderWindow&) VTK_DELETE_FUNCTION; void operator=(const vtkXOpenGLRenderWindow&) VTK_DELETE_FUNCTION; }; #endif