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194 lines
8.1 KiB
194 lines
8.1 KiB
/*=========================================================================
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Program: Visualization Toolkit
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Module: $RCSfile: vtkXRenderWindowInteractor.h,v $
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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// .NAME vtkXRenderWindowInteractor - an X event driven interface for a RenderWindow
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// .SECTION Description
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// vtkXRenderWindowInteractor is a convenience object that provides event
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// bindings to common graphics functions. For example, camera and actor
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// functions such as zoom-in/zoom-out, azimuth, roll, and pan. IT is one of
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// the window system specific subclasses of vtkRenderWindowInteractor. Please
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// see vtkRenderWindowInteractor documentation for event bindings.
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//
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// .SECTION see also
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// vtkRenderWindowInteractor vtkXRenderWindow
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// I've been though this and deleted all I think should go, tried to create
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// the basic structure and if you're lucky it might even work!
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// but frankly I doubt it
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#ifndef __vtkXRenderWindowInteractor_h
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#define __vtkXRenderWindowInteractor_h
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//===========================================================
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// now we define the C++ class
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#include "vtkRenderWindowInteractor.h"
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#include <X11/StringDefs.h> // Needed for X types in the public interface
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#include <X11/Intrinsic.h> // Needed for X types in the public interface
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class vtkCallbackCommand;
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//BTX
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// Forward declare internal friend functions.
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void vtkXRenderWindowInteractorCallback(Widget,XtPointer, XEvent *,Boolean *);
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void vtkXRenderWindowInteractorTimer(XtPointer,XtIntervalId *);
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//ETX
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class VTK_RENDERING_EXPORT vtkXRenderWindowInteractor : public vtkRenderWindowInteractor
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{
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public:
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static vtkXRenderWindowInteractor *New();
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vtkTypeRevisionMacro(vtkXRenderWindowInteractor,vtkRenderWindowInteractor);
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void PrintSelf(ostream& os, vtkIndent indent);
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// Description:
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// Initializes the event handlers without an XtAppContext. This is
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// good for when you don't have a user interface, but you still
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// want to have mouse interaction.
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virtual void Initialize();
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// Description:
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// Call exit on 'q','e' keypress. Want more ???
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void TerminateApp(void) { exit(0); }
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// Description:
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// The BreakLoopFlag is checked in the Start() method.
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// Setting it to anything other than zero will cause
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// the interactor loop to terminate and return to the
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// calling function.
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vtkSetMacro(BreakLoopFlag, int);
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vtkGetMacro(BreakLoopFlag, int);
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vtkBooleanMacro(BreakLoopFlag, int);
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// Description:
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// X timer methods
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int CreateTimer(int timertype);
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int DestroyTimer(void);
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// Description:
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// Initializes the event handlers using an XtAppContext that you have
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// provided. This assumes that you want to own the event loop.
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virtual void Initialize(XtAppContext app);
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vtkGetMacro( App, XtAppContext );
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// Description:
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// Enable/Disable interactions. By default interactors are enabled when
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// initialized. Initialize() must be called prior to enabling/disabling
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// interaction. These methods are used when a window/widget is being
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// shared by multiple renderers and interactors. This allows a "modal"
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// display where one interactor is active when its data is to be displayed
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// and all other interactors associated with the widget are disabled
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// when their data is not displayed.
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virtual void Enable();
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virtual void Disable();
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// Description:
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// This will start up the X event loop and never return. If you
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// call this method it will loop processing X events until the
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// application is exited.
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virtual void Start();
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// Description:
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// Specify the Xt widget to use for interaction. This method is
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// one of a couple steps that are required for setting up a
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// vtkRenderWindowInteractor as a widget inside of another user
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// interface. You do not need to use this method if the render window
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// will be a stand-alone window. This is only used when you want the
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// render window to be a subwindow within a larger user interface.
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// In that case, you must tell the render window what X display id
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// to use, and then ask the render window what depth, visual and
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// colormap it wants. Then, you must create an Xt TopLevelShell with
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// those settings. Then you can create the rest of your user interface
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// as a child of the TopLevelShell you created. Eventually, you will
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// create a drawing area or some other widget to serve as the rendering
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// window. You must use the SetWidget method to tell this Interactor
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// about that widget. It's X and it's not terribly easy, but it looks cool.
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virtual void SetWidget(Widget);
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Widget GetWidget() {return this->Top;};
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// Description
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// This method will store the top level shell widget for the interactor.
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// This method and the method invocation sequence applies for:
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// 1 vtkRenderWindow-Interactor pair in a nested widget hierarchy
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// multiple vtkRenderWindow-Interactor pairs in the same top level shell
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// It is not needed for
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// 1 vtkRenderWindow-Interactor pair as the direct child of a top level shell
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// multiple vtkRenderWindow-Interactor pairs, each in its own top level shell
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//
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// The method, along with EnterNotify event, changes the keyboard focus among
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// the widgets/vtkRenderWindow(s) so the Interactor(s) can receive the proper
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// keyboard events. The following calls need to be made:
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// vtkRenderWindow's display ID need to be set to the top level shell's
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// display ID.
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// vtkXRenderWindowInteractor's Widget has to be set to the vtkRenderWindow's
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// container widget
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// vtkXRenderWindowInteractor's TopLevel has to be set to the top level
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// shell widget
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// note that the procedure for setting up render window in a widget needs to
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// be followed. See vtkRenderWindowInteractor's SetWidget method.
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//
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// If multiple vtkRenderWindow-Interactor pairs in SEPARATE windows are desired,
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// do not set the display ID (Interactor will create them as needed. Alternatively,
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// create and set distinct DisplayID for each vtkRenderWindow. Using the same
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// display ID without setting the parent widgets will cause the display to be
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// reinitialized every time an interactor is initialized), do not set the
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// widgets (so the render windows would be in their own windows), and do
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// not set TopLevelShell (each has its own top level shell already)
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virtual void SetTopLevelShell(Widget);
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Widget GetTopLevelShell() {return this->TopLevelShell;};
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// Description:
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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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// Description:
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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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protected:
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vtkXRenderWindowInteractor();
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~vtkXRenderWindowInteractor();
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//Using static here to avoid detroying context when many apps are open:
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static XtAppContext App;
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static int NumAppInitialized;
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Display *DisplayId;
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Window WindowId;
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Atom KillAtom;
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Widget Top;
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int OwnTop;
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int OwnApp;
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int PositionBeforeStereo[2];
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Widget TopLevelShell;
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int BreakLoopFlag;
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XtIntervalId AddTimeOut(XtAppContext app_context, unsigned long interval,
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XtTimerCallbackProc proc, XtPointer client_data) ;
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void Timer(XtPointer client_data, XtIntervalId *id);
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void Callback(Widget w, XtPointer client_data, XEvent *event, Boolean *ctd);
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vtkCallbackCommand* BreakXtLoopCallback;
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static void BreakXtLoop(vtkObject*, unsigned long, void*, void*);
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private:
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vtkXRenderWindowInteractor(const vtkXRenderWindowInteractor&); // Not implemented.
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void operator=(const vtkXRenderWindowInteractor&); // Not implemented.
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};
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#endif
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