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/*=========================================================================

  Program:   Visualization Toolkit
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  Module:    vtkXRenderWindowInteractor.h
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  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.

=========================================================================*/
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/**
 * @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 vtkXOpenGL2RenderWindow
 *
 * 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
*/
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#ifndef vtkXRenderWindowInteractor_h
#define vtkXRenderWindowInteractor_h
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//===========================================================
// now we define the C++ class

#include "vtkRenderingOpenGL2Module.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;
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class vtkXRenderWindowInteractorInternals;
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// Forward declare internal friend functions.
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void VTKRENDERINGOPENGL2_EXPORT vtkXRenderWindowInteractorCallback(Widget,XtPointer, XEvent *,Boolean *);
void VTKRENDERINGOPENGL2_EXPORT vtkXRenderWindowInteractorTimer(XtPointer,XtIntervalId *);
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class VTKRENDERINGOPENGL2_EXPORT vtkXRenderWindowInteractor : public vtkRenderWindowInteractor
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{
public:
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  static vtkXRenderWindowInteractor *New();
  vtkTypeMacro(vtkXRenderWindowInteractor,vtkRenderWindowInteractor);
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  void PrintSelf(ostream& os, vtkIndent indent);

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  /**
   * 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.
   */
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  virtual void Initialize();

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  /**
   * Break the event loop on 'q','e' keypress. Want more ???
   */
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  void TerminateApp();

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  //@{
  /**
   * 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.
   */
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  vtkGetMacro(BreakLoopFlag, int);
  void SetBreakLoopFlag(int);
  void BreakLoopFlagOff();
  void BreakLoopFlagOn();
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  //@}
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  //@{
  /**
   * Initializes the event handlers using an XtAppContext that you have
   * provided.  This assumes that you want to own the event loop.
   */
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  virtual void Initialize(XtAppContext app);
  vtkGetMacro( App, XtAppContext );
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  //@}

  //@{
  /**
   * 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.
   */
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  virtual void Enable();
  virtual void Disable();
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  //@}
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  /**
   * Update the Size data member and set the associated RenderWindow's
   * size.
   */
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  virtual void UpdateSize(int,int);

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  //@{
  /**
   * 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.
   */
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  virtual void SetWidget(Widget);
  Widget GetWidget() {return this->Top;};
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  //@}

  //@{
  /**
   * 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)
   */
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  virtual void SetTopLevelShell(Widget);
  Widget GetTopLevelShell() {return this->TopLevelShell;};
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  //@}
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  /**
   * Re-defines virtual function to get mouse position by querying X-server.
   */
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  virtual void GetMousePosition(int *x, int *y);

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  //@{
  /**
   * Functions that are used internally.
   */
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  friend void vtkXRenderWindowInteractorCallback(Widget,XtPointer,
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                                                 XEvent *,Boolean *);
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  friend void vtkXRenderWindowInteractorTimer(XtPointer,XtIntervalId *);
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  //@}
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protected:
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  vtkXRenderWindowInteractor();
  ~vtkXRenderWindowInteractor();
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  //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;
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  vtkXRenderWindowInteractorInternals* Internal;
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  //@{
  /**
   * X-specific internal timer methods. See the superclass for detailed
   * documentation.
   */
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  virtual int InternalCreateTimer(int timerId, int timerType, unsigned long duration);
  virtual int InternalDestroyTimer(int platformTimerId);
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  //@}
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  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;

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  /**
   * 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.
   */
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  virtual void StartEventLoop();

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private:
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  vtkXRenderWindowInteractor(const vtkXRenderWindowInteractor&) VTK_DELETE_FUNCTION;
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  void operator=(const vtkXRenderWindowInteractor&) VTK_DELETE_FUNCTION;
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};

#endif