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0030429: Samples - add simple glfw 3D Viewer sample
Aspect_DisplayConnection now provides constructor wrapping existing X Display connection.
This commit is contained in:
161
samples/glfw/GlfwOcctWindow.cpp
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161
samples/glfw/GlfwOcctWindow.cpp
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// Copyright (c) 2019 OPEN CASCADE SAS
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//
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// This file is part of the examples of the Open CASCADE Technology software library.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE
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#include "GlfwOcctWindow.h"
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#if defined (__APPLE__)
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#undef Handle // avoid name collisions in macOS headers
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#define GLFW_EXPOSE_NATIVE_COCOA
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#define GLFW_EXPOSE_NATIVE_NSGL
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#elif defined (_WIN32)
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WGL
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#else
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#define GLFW_EXPOSE_NATIVE_X11
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#define GLFW_EXPOSE_NATIVE_GLX
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#endif
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3native.h>
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// ================================================================
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// Function : GlfwOcctWindow
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// Purpose :
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// ================================================================
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GlfwOcctWindow::GlfwOcctWindow (int theWidth, int theHeight, const TCollection_AsciiString& theTitle)
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: myGlfwWindow (glfwCreateWindow (theWidth, theHeight, theTitle.ToCString(), NULL, NULL)),
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myXLeft (0),
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myYTop (0),
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myXRight (0),
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myYBottom(0)
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{
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if (myGlfwWindow != nullptr)
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{
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int aWidth = 0, aHeight = 0;
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glfwGetWindowPos (myGlfwWindow, &myXLeft, &myYTop);
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glfwGetWindowSize(myGlfwWindow, &aWidth, &aHeight);
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myXRight = myXLeft + aWidth;
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myYBottom = myYTop + aHeight;
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#if !defined(_WIN32) && !defined(__APPLE__)
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myDisplay = new Aspect_DisplayConnection (glfwGetX11Display());
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#endif
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}
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}
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// ================================================================
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// Function : Close
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// Purpose :
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// ================================================================
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void GlfwOcctWindow::Close()
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{
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if (myGlfwWindow != nullptr)
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{
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glfwDestroyWindow (myGlfwWindow);
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myGlfwWindow = nullptr;
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}
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}
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// ================================================================
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// Function : NativeHandle
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// Purpose :
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// ================================================================
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Aspect_Drawable GlfwOcctWindow::NativeHandle() const
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{
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#if defined (__APPLE__)
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return (Aspect_Drawable)glfwGetCocoaWindow (myGlfwWindow);
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#elif defined (_WIN32)
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return (Aspect_Drawable)glfwGetWin32Window (myGlfwWindow);
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#else
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return (Aspect_Drawable)glfwGetX11Window (myGlfwWindow);
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#endif
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}
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// ================================================================
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// Function : NativeGlContext
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// Purpose :
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// ================================================================
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Aspect_RenderingContext GlfwOcctWindow::NativeGlContext() const
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{
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#if defined (__APPLE__)
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return (NSOpenGLContext*)glfwGetNSGLContext (myGlfwWindow);
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#elif defined (_WIN32)
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return glfwGetWGLContext (myGlfwWindow);
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#else
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return glfwGetGLXContext (myGlfwWindow);
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#endif
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}
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// ================================================================
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// Function : IsMapped
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// Purpose :
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// ================================================================
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Standard_Boolean GlfwOcctWindow::IsMapped() const
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{
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return glfwGetWindowAttrib (myGlfwWindow, GLFW_VISIBLE) != 0;
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}
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// ================================================================
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// Function : Map
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// Purpose :
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// ================================================================
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void GlfwOcctWindow::Map() const
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{
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glfwShowWindow (myGlfwWindow);
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}
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// ================================================================
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// Function : Unmap
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// Purpose :
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// ================================================================
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void GlfwOcctWindow::Unmap() const
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{
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glfwHideWindow (myGlfwWindow);
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}
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// ================================================================
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// Function : DoResize
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// Purpose :
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// ================================================================
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Aspect_TypeOfResize GlfwOcctWindow::DoResize() const
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{
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if (glfwGetWindowAttrib (myGlfwWindow, GLFW_VISIBLE) == 1)
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{
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int anXPos = 0, anYPos = 0, aWidth = 0, aHeight = 0;
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glfwGetWindowPos (myGlfwWindow, &anXPos, &anYPos);
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glfwGetWindowSize(myGlfwWindow, &aWidth, &aHeight);
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*const_cast<Standard_Integer*>(&myXLeft ) = anXPos;
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*const_cast<Standard_Integer*>(&myXRight ) = anXPos + aWidth;
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*const_cast<Standard_Integer*>(&myYTop ) = anYPos;
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*const_cast<Standard_Integer*>(&myYBottom) = anYPos + aHeight;
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}
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return Aspect_TOR_UNKNOWN;
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}
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// ================================================================
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// Function : CursorPosition
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// Purpose :
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// ================================================================
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Graphic3d_Vec2i GlfwOcctWindow::CursorPosition() const
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{
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Graphic3d_Vec2d aPos;
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glfwGetCursorPos (myGlfwWindow, &aPos.x(), &aPos.y());
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return Graphic3d_Vec2i ((int )aPos.x(), (int )aPos.y());
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}
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