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115 lines
4.6 KiB
C++
115 lines
4.6 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfObject.h"
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#include "cvfuInputTypes.h"
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#include "cvfManipulatorTrackball.h"
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#include "cvfCollection.h"
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#include "cvfString.h"
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namespace cvf {
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class OpenGLContext;
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class RenderSequence;
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class Camera;
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}
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namespace cvfu {
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class MouseEvent;
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class KeyEvent;
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class Property;
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class SnippetPropertyPublisher;
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//==================================================================================================
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//
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// Base class for test snippets
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//
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//==================================================================================================
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class TestSnippet : public cvf::Object
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{
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public:
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TestSnippet();
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virtual ~TestSnippet();
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virtual const char* name() const = 0;
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void setTestDataDir(const cvf::String& testDataDir);
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bool initializeSnippet(cvf::OpenGLContext* oglContext);
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void destroySnippet();
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cvf::RenderSequence* renderSequence();
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const cvf::RenderSequence* renderSequence() const;
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cvf::Camera* camera();
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const cvf::Camera* camera() const;
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virtual bool onInitialize() = 0;
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virtual void onResizeEvent(int width, int height);
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virtual void onUpdateAnimation(double animationTime, PostEventAction* postEventAction);
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virtual void onPaintEvent(PostEventAction* postEventAction);
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virtual void onMousePressEvent(MouseButton buttonPressed, MouseEvent* mouseEvent);
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virtual void onMouseMoveEvent(MouseEvent* mouseEvent);
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virtual void onMouseReleaseEvent(MouseButton buttonReleased, MouseEvent* mouseEvent);
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virtual void onKeyPressEvent(KeyEvent* keyEvent);
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SnippetPropertyPublisher* propertyPublisher();
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virtual void onPropertyChanged(Property* property, PostEventAction* postEventAction);
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virtual std::vector<cvf::String> helpText() const;
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private:
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static cvf::ManipulatorTrackball::NavigationType getNavigationTypeFromMouseButtons(MouseButtons mouseButtons, KeyboardModifiers keyboardModifiers);
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protected:
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cvf::String m_testDataDir; // Directory where test data resides (set by snippet runner)
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cvf::ref<cvf::OpenGLContext> m_openGLContext; //
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cvf::ref<cvf::RenderSequence> m_renderSequence; // A render sequence configured with one Rendering containing one Scene
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cvf::ref<cvf::Camera> m_camera; // Direct reference to the Rendering's Camera
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cvf::ref<cvf::ManipulatorTrackball> m_trackball; // Manipulator, already configured with the camera
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cvf::ref<SnippetPropertyPublisher> m_propertyPublisher; // For publishing any properties the snippet wants to expose
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};
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}
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// Macro to use in header file when declaring a new snippet
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#define CVFU_DECLARE_SNIPPET(SNIPPET_NAME) \
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virtual const char* name() const { return SNIPPET_NAME; }
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