test_pie/external/pmp/Window.h

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//=============================================================================
// Copyright (C) 2011-2017 The pmp-library developers
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//=============================================================================
#pragma once
//=============================================================================
#include <pmp/gl.h>
#include <GLFW/glfw3.h>
#include <pmp/Stop_watch.h>
//=============================================================================
namespace pmp {
//=============================================================================
//! \addtogroup gl gl
//! @{
//! A window provided by GLFW
class Window
{
public: //------------------------------------------------------ public methods
//! constructor
Window(const char* title, int width, int height, bool showgui = true);
//! destructor
virtual ~Window();
//! main window loop
int run();
private: //----------------------------- static wrapper functions for callbacks
static void glfwError(int error, const char* description);
static void glfwKeyboard(GLFWwindow* window, int key, int scancode,
int action, int mods);
static void glfwCharacter(GLFWwindow* window, unsigned int c);
static void glfwMouse(GLFWwindow* window, int button, int action, int mods);
static void glfwMotion(GLFWwindow* window, double xpos, double ypos);
static void glfwScroll(GLFWwindow* window, double xoffset, double yoffset);
static void glfwResize(GLFWwindow* window, int width, int height);
static Window* m_instance;
//twaltema: make render_frame() protected in order to use it in child class
//for rendering on demand
protected:
static void render_frame();
protected: //----------------------------------- callbacks as member functions
//! this function is called when the scene has to be rendered. it
//! clears the buffers, calls the draw() method, and performs buffer swap
virtual void display(void) = 0;
//! this function handles keyboard events
virtual void keyboard(int /*key*/, int /*code*/, int /*action*/,
int /*mods*/)
{
}
//! this function handles unicode character events
virtual void character(unsigned int) {}
//! this function handles mouse button events
virtual void mouse(int /*button*/, int /*action*/, int /*mods*/) {}
//! this function handles mouse motion (passive/active position)
virtual void motion(double /*xpos*/, double /*ypos*/) {}
//! this function handles mouse scroll events
virtual void scroll(double /*xoffset*/, double /*yoffset*/) {}
//! this function is called if the window is resized
virtual void resize(int /*width*/, int /*height*/) {}
//! this function renders the ImGUI elements and handles their events
virtual void processImGUI() {}
//! this function is called just before rendering
virtual void doProcessing() {}
//! get position of mouse cursor
void cursorPos(double& x, double& y) const;
protected:
//! setup ImGUI user interface
void initImGUI();
bool showImGUI() const { return m_showImGUI; }
void showImGUI(bool b) { m_showImGUI = b; }
protected:
//! GLFW window pointer
GLFWwindow* m_window;
//! current viewport dimension
int m_width, m_height;
//! highDPI scaling
int m_scaling;
bool m_showImGUI;
///stop watch to measure fps
Stop_watch fps_watch_;
double n_frames_,elapsed_time_, fps_;
};
//=============================================================================
//! @}
//=============================================================================
} // namespace pmp
//=============================================================================