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nmWTAI-Platform/3rd/VTK7.1/source/VTK-7.1.1/Rendering/OpenGL/vtkXRenderWindowInteractor.h

229 lines
8.4 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkXRenderWindowInteractor.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 vtkXRenderWindowInteractor
* @brief an X event driven interface for a RenderWindow
*
* vtkXRenderWindowInteractor is a convenience object that provides event
* bindings to common graphics functions. For example, camera and actor
* functions such as zoom-in/zoom-out, azimuth, roll, and pan. IT is one of
* the window system specific subclasses of vtkRenderWindowInteractor. Please
* see vtkRenderWindowInteractor documentation for event bindings.
*
* @sa
* vtkRenderWindowInteractor vtkXRenderWindow
*
* I've been though this and deleted all I think should go, tried to create
* the basic structure and if you're lucky it might even work!
* but frankly I doubt it
*/
#ifndef vtkXRenderWindowInteractor_h
#define vtkXRenderWindowInteractor_h
//===========================================================
// now we define the C++ class
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkRenderWindowInteractor.h"
#include <X11/StringDefs.h> // Needed for X types in the public interface
#include <X11/Intrinsic.h> // Needed for X types in the public interface
class vtkCallbackCommand;
class vtkXRenderWindowInteractorInternals;
// Forward declare internal friend functions.
void VTKRENDERINGOPENGL_EXPORT vtkXRenderWindowInteractorCallback(Widget,XtPointer, XEvent *,Boolean *);
void VTKRENDERINGOPENGL_EXPORT vtkXRenderWindowInteractorTimer(XtPointer,XtIntervalId *);
class VTKRENDERINGOPENGL_EXPORT vtkXRenderWindowInteractor : public vtkRenderWindowInteractor
{
public:
static vtkXRenderWindowInteractor *New();
vtkTypeMacro(vtkXRenderWindowInteractor,vtkRenderWindowInteractor);
void PrintSelf(ostream& os, vtkIndent indent);
/**
* Initializes the event handlers without an XtAppContext. This is
* good for when you don't have a user interface, but you still
* want to have mouse interaction.
*/
virtual void Initialize();
/**
* Break the event loop on 'q','e' keypress. Want more ???
*/
void TerminateApp();
//@{
/**
* The BreakLoopFlag is checked in the Start() method.
* Setting it to anything other than zero will cause
* the interactor loop to terminate and return to the
* calling function.
*/
vtkGetMacro(BreakLoopFlag, int);
void SetBreakLoopFlag(int);
void BreakLoopFlagOff();
void BreakLoopFlagOn();
//@}
//@{
/**
* Initializes the event handlers using an XtAppContext that you have
* provided. This assumes that you want to own the event loop.
*/
virtual void Initialize(XtAppContext app);
vtkGetMacro( App, XtAppContext );
//@}
//@{
/**
* Enable/Disable interactions. By default interactors are enabled when
* initialized. Initialize() must be called prior to enabling/disabling
* interaction. These methods are used when a window/widget is being
* shared by multiple renderers and interactors. This allows a "modal"
* display where one interactor is active when its data is to be displayed
* and all other interactors associated with the widget are disabled
* when their data is not displayed.
*/
virtual void Enable();
virtual void Disable();
//@}
/**
* Update the Size data member and set the associated RenderWindow's
* size.
*/
virtual void UpdateSize(int,int);
//@{
/**
* Specify the Xt widget to use for interaction. This method is
* one of a couple steps that are required for setting up a
* vtkRenderWindowInteractor as a widget inside of another user
* interface. You do not need to use this method if the render window
* will be a stand-alone window. This is only used when you want the
* render window to be a subwindow within a larger user interface.
* In that case, you must tell the render window what X display id
* to use, and then ask the render window what depth, visual and
* colormap it wants. Then, you must create an Xt TopLevelShell with
* those settings. Then you can create the rest of your user interface
* as a child of the TopLevelShell you created. Eventually, you will
* create a drawing area or some other widget to serve as the rendering
* window. You must use the SetWidget method to tell this Interactor
* about that widget. It's X and it's not terribly easy, but it looks cool.
*/
virtual void SetWidget(Widget);
Widget GetWidget() {return this->Top;};
//@}
//@{
/**
* This method will store the top level shell widget for the interactor.
* This method and the method invocation sequence applies for:
* 1 vtkRenderWindow-Interactor pair in a nested widget hierarchy
* multiple vtkRenderWindow-Interactor pairs in the same top level shell
* It is not needed for
* 1 vtkRenderWindow-Interactor pair as the direct child of a top level shell
* multiple vtkRenderWindow-Interactor pairs, each in its own top level shell
* The method, along with EnterNotify event, changes the keyboard focus among
* the widgets/vtkRenderWindow(s) so the Interactor(s) can receive the proper
* keyboard events. The following calls need to be made:
* vtkRenderWindow's display ID need to be set to the top level shell's
* display ID.
* vtkXRenderWindowInteractor's Widget has to be set to the vtkRenderWindow's
* container widget
* vtkXRenderWindowInteractor's TopLevel has to be set to the top level
* shell widget
* note that the procedure for setting up render window in a widget needs to
* be followed. See vtkRenderWindowInteractor's SetWidget method.
* If multiple vtkRenderWindow-Interactor pairs in SEPARATE windows are desired,
* do not set the display ID (Interactor will create them as needed. Alternatively,
* create and set distinct DisplayID for each vtkRenderWindow. Using the same
* display ID without setting the parent widgets will cause the display to be
* reinitialized every time an interactor is initialized), do not set the
* widgets (so the render windows would be in their own windows), and do
* not set TopLevelShell (each has its own top level shell already)
*/
virtual void SetTopLevelShell(Widget);
Widget GetTopLevelShell() {return this->TopLevelShell;};
//@}
/**
* Re-defines virtual function to get mouse position by querying X-server.
*/
virtual void GetMousePosition(int *x, int *y);
//@{
/**
* Functions that are used internally.
*/
friend void vtkXRenderWindowInteractorCallback(Widget,XtPointer,
XEvent *,Boolean *);
friend void vtkXRenderWindowInteractorTimer(XtPointer,XtIntervalId *);
//@}
protected:
vtkXRenderWindowInteractor();
~vtkXRenderWindowInteractor();
//Using static here to avoid detroying context when many apps are open:
static XtAppContext App;
static int NumAppInitialized;
Display *DisplayId;
Window WindowId;
Atom KillAtom;
Widget Top;
int OwnTop;
int OwnApp;
int PositionBeforeStereo[2];
Widget TopLevelShell;
int TimerId;
vtkXRenderWindowInteractorInternals* Internal;
/**
* This will start up the X event loop and never return. If you
* call this method it will loop processing X events until the
* application is exited.
*/
virtual void StartEventLoop();
//@{
/**
* X-specific internal timer methods. See the superclass for detailed
* documentation.
*/
virtual int InternalCreateTimer(int timerId, int timerType, unsigned long duration);
virtual int InternalDestroyTimer(int platformTimerId);
//@}
XtIntervalId AddTimeOut(XtAppContext app_context, unsigned long interval,
XtTimerCallbackProc proc, XtPointer client_data) ;
void Timer(XtPointer client_data, XtIntervalId *id);
void Callback(Widget w, XtPointer client_data, XEvent *event, Boolean *ctd);
static int BreakLoopFlag;
private:
vtkXRenderWindowInteractor(const vtkXRenderWindowInteractor&) VTK_DELETE_FUNCTION;
void operator=(const vtkXRenderWindowInteractor&) VTK_DELETE_FUNCTION;
};
#endif