/usr/include/osgEarthUtil/Controls is in libosgearth-dev 2.5.0+dfsg-2+b2.
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/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2013 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTHUTIL_CONTROLS
#define OSGEARTHUTIL_CONTROLS
#include <osgEarthUtil/Common>
#include <osgEarth/Common>
#include <osgEarth/Units>
#include <osgEarth/AlphaEffect>
#include <osg/Drawable>
#include <osg/Geode>
#include <osg/MatrixTransform>
#include <osg/MixinVector>
#include <osgGA/GUIEventHandler>
#include <osgViewer/View>
#include <osgText/Font>
#include <osgText/Text>
#include <vector>
#include <queue>
/**
* Controls - A simple 2D UI toolkit.
*
* Controls are 2D interface components that automatically layout to fit their containers.
* The support layout containers, margins and padding, alignment/justification, and docking.
* Controls are a quick and easy way to add "HUD" components to a scene. Just create a
* ControlSurface and add it to a View's scene. Then create and add Controls to that
* surface.
*/
namespace osgEarth { namespace Util { namespace Controls
{
using namespace osgEarth;
typedef std::vector< osg::ref_ptr<osg::Drawable> > DrawableList;
typedef std::map< class Control*, osg::Geode* > GeodeTable;
// internal state class
struct ControlContext
{
ControlContext() : _viewContextID(~0) { }
osg::View* _view;
osg::ref_ptr<const osg::Viewport> _vp;
unsigned int _viewContextID;
std::queue< osg::ref_ptr<class Control> > _active;
const osg::FrameStamp* _frameStamp;
};
// 2-vec that supports various "units" designations
class OSGEARTHUTIL_EXPORT UVec2f : public osg::Vec2f
{
public:
enum Unit {
UNITS_FRACTION,
UNITS_PIXELS,
UNITS_INSET_PIXELS
};
UVec2f(double x, double y, Unit xunits =UNITS_PIXELS, Unit yunits =UNITS_PIXELS)
: osg::Vec2f(x,y), _xunits(xunits), _yunits(yunits) { }
Unit& xUnits() { return _xunits; }
const Unit& yUnits() const { return _yunits; }
float x( const osg::Vec2f& size ) const;
float x( const ControlContext& cx ) const;
float y( const osg::Vec2f& size) const;
float y( const ControlContext& cx ) const;
UVec2f asPixels( const osg::Vec2f& size ) const;
UVec2f asPixels( const ControlContext& cx ) const;
private:
Unit _xunits, _yunits;
};
// holds 4-sided gutter dimensions (for margins and padding) .. no-export, header-only.
struct Gutter
{
Gutter()
: _top(0), _right(0), _bottom(0), _left(0) { }
Gutter( float top, float right, float bottom, float left )
: _top(top), _right(right), _bottom(bottom), _left(left) { }
Gutter( float y, float x )
: _top(y), _right(x), _bottom(y), _left(x) { }
Gutter( float all )
: _top(all), _right(all), _bottom(all), _left(all) { }
bool operator !=( const Gutter& rhs ) const {
return top() != rhs.top() || right() != rhs.right() || bottom() != rhs.bottom() || left() != rhs.left(); }
float top() const { return _top; }
float& top() { return _top; }
float left() const { return _left; }
float& left() { return _left; }
float right() const { return _right; }
float& right() { return _right; }
float bottom() const { return _bottom; }
float& bottom() { return _bottom; }
float x() const { return _left + _right; }
float y() const { return _top + _bottom; }
osg::Vec2f size() const { return osg::Vec2f(x(), y()); }
osg::Vec2f offset() const { return osg::Vec2f( _left, _top ); }
private:
float _top, _right, _bottom, _left;
};
// base class for control events
class ControlEventHandler : public osg::Referenced
{
public:
/** Click event. */
virtual void onClick( class Control* control ) { }
/** Click event with mouse button mask (see osgGA::GUIEventAdapter::MouseButtonMask) */
virtual void onClick( class Control* control, int mouseButtonMask ) { onClick(control); }
/** Click event with click position (negative values mean you're in the left/top padding) */
virtual void onClick( class Control* control, const osg::Vec2f& pos, int mouseButtonMask ) { onClick(control, mouseButtonMask); }
/** Value events */
virtual void onValueChanged( class Control* control, bool value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, double value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, float value ) { onValueChanged(control, static_cast<double>(value)); }
virtual void onValueChanged( class Control* control, int value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, const osg::Vec3f& value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, const osg::Vec2f& value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, const osg::Vec3d& value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, const osg::Vec2d& value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, const std::string& value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control, void* value ) { onValueChanged(control); }
virtual void onValueChanged( class Control* control ) { }
/** dtor */
virtual ~ControlEventHandler() { }
};
typedef std::list< osg::ref_ptr<ControlEventHandler> > ControlEventHandlerList;
/**
* Base class for all controls. You can actually use a Control directly and it
* will just render as a rectangle.
*/
class OSGEARTHUTIL_EXPORT Control : public osg::Group
{
public:
enum Side
{
SIDE_TOP, SIDE_BOTTOM, SIDE_LEFT, SIDE_RIGHT
};
enum Alignment
{
ALIGN_NONE, ALIGN_LEFT, ALIGN_CENTER, ALIGN_RIGHT, ALIGN_TOP, ALIGN_BOTTOM
};
enum Dock
{
DOCK_NONE, DOCK_LEFT, DOCK_RIGHT, DOCK_TOP, DOCK_BOTTOM, DOCK_FILL
};
public:
Control();
Control( const Alignment& halign, const Alignment& valign, const Gutter& padding );
/** dtor */
virtual ~Control() { }
void setX( float value );
const osgEarth::optional<float>& x() const { return _x; }
void clearX() { _x.unset(); dirty(); }
void setY( float value );
const osgEarth::optional<float>& y() const { return _y; }
void clearY() { _y.unset(); dirty(); }
void setPosition( float x, float y );
void setWidth( float value );
const osgEarth::optional<float>& width() const { return _width; }
void clearWidth() { _width.unset(); dirty(); }
void setHeight( float value );
const osgEarth::optional<float>& height() const { return _height; }
void clearHeight() { _height.unset(); dirty(); }
void setSize( float w, float h );
void setMargin( const Gutter& value );
void setMargin( Side side, float value );
const Gutter& margin() const { return _margin; }
// space between container and its content
void setPadding( const Gutter& value );
void setPadding( float globalValue );
void setPadding( Side side, float value );
const Gutter& padding() const { return _padding; }
void setVertAlign( const Alignment& value );
const optional<Alignment>& vertAlign() const { return _valign; }
void setHorizAlign( const Alignment& value );
const optional<Alignment>& horizAlign() const { return _halign; }
void setHorizFill( bool value, float minWidth =0.0f );
bool horizFill() const { return _hfill; }
void setVertFill( bool value, float minHeight =0.0f );
const bool vertFill() const { return _vfill; }
void setVisible( bool value );
const bool visible() const { return _visible; }
bool parentIsVisible() const;
void setForeColor( const osg::Vec4f& value );
void setForeColor( float r, float g, float b, float a ) { setForeColor( osg::Vec4f(r,g,b,a) ); }
const osgEarth::optional<osg::Vec4f> foreColor() const { return _foreColor; }
void clearForeColor() { _foreColor.unset(); dirty(); }
void setBackColor( const osg::Vec4f& value );
void setBackColor( float r, float g, float b, float a ) { setBackColor( osg::Vec4f(r,g,b,a) ); }
const osgEarth::optional<osg::Vec4f>& backColor() const { return _backColor; }
void clearBackColor() { _backColor.unset(); dirty(); }
void setActiveColor( const osg::Vec4f& value );
void setActiveColor( float r, float g, float b, float a ) { setActiveColor( osg::Vec4f(r,g,b,a) ); }
const osgEarth::optional<osg::Vec4f>& activeColor() const { return _activeColor; }
void clearActiveColor() { _activeColor.unset(); dirty(); }
void setBorderColor( const osg::Vec4f& value );
void setBorderColor( float r, float g, float b, float a ) { setBorderColor( osg::Vec4f(r,g,b,a) ); }
const osgEarth::optional<osg::Vec4f>& borderColor() const { return _borderColor; }
void clearBorderColor() { _borderColor.unset(); dirty(); }
void setBorderWidth( float width );
float borderWidth() const { return _borderWidth; }
void setActive( bool value );
bool getActive() const { return _active; }
void setAbsorbEvents( bool value ) { _absorbEvents = value; }
bool getAbsorbEvents() const { return _absorbEvents; }
/** control opacity [0..1] */
void setOpacity(float value) { _alphaEffect->setAlpha(value); }
float getOpacity() const { return _alphaEffect->getAlpha(); }
void addEventHandler( ControlEventHandler* handler, bool fire =false );
public:
// mark the control as dirty so that it will regenerate on the next pass.
virtual void dirty();
bool isDirty() const { return _dirty; }
virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void calcFill( const ControlContext& context ) { }
virtual void calcPos ( const ControlContext& context, const osg::Vec2f& cursor, const osg::Vec2f& parentSize );
virtual void draw ( const ControlContext& context );
// actual rendering region on the control surface
const osg::Vec2f& renderPos() const { return _renderPos; }
const osg::Vec2f& renderSize() const { return _renderSize; }
// does the control contain the point?
bool intersects( float x, float y ) const;
void setParent( class Control* c ) { _parent = c; }
protected:
bool _dirty;
osg::Vec2f _renderPos; // rendering position (includes padding offset)
osg::Vec2f _renderSize; // rendering size (includes padding)
// adjusts renderpos for alignment.
void init();
void align();
friend class ControlCanvas;
friend class Container;
virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa, ControlContext& cx );
ControlEventHandlerList _eventHandlers;
virtual void fireValueChanged( ControlEventHandler* handler =0L ) { }
protected:
osg::Geode* getGeode() { return _geode; }
void clearGeode() { _geode->removeDrawables(0, _geode->getNumDrawables()); }
private:
osgEarth::optional<float> _x, _y, _width, _height;
bool _hfill, _vfill;
Gutter _margin;
Gutter _padding;
bool _visible;
optional<Alignment> _valign, _halign;
optional<osg::Vec4f> _backColor, _foreColor, _activeColor, _borderColor;
float _borderWidth;
osg::observer_ptr<Control> _parent;
bool _active;
bool _absorbEvents;
osg::Geode* _geode;
osg::ref_ptr<osg::Geometry> _geom;
osg::ref_ptr<AlphaEffect> _alphaEffect;
};
typedef std::vector< osg::ref_ptr<Control> > ControlVector;
/**
* Control that contains a text string, obviously
*/
class OSGEARTHUTIL_EXPORT LabelControl : public Control
{
public:
LabelControl(
const std::string& value ="",
float fontSize =18.0f,
const osg::Vec4f& foreColor =osg::Vec4f(1,1,1,1) );
LabelControl(
const std::string& value,
const osg::Vec4f& foreColor,
float fontSize =18.0f );
LabelControl(
Control* valueControl,
const osg::Vec4f& foreColor,
float fontSize =18.0f );
LabelControl(
Control* valueControl,
float fontSize =18.0f,
const osg::Vec4f& fontColor =osg::Vec4f(1,1,1,1) );
/** dtor */
virtual ~LabelControl() { }
void setText( const std::string& value );
const std::string& text() const { return _text; }
void setEncoding( osgText::String::Encoding value );
const osgText::String::Encoding& encoding() const { return _encoding; }
void setFont( osgText::Font* font );
osgText::Font* font() const { return _font.get(); }
void setFontSize( float value );
float fontSize() const { return _fontSize; }
void setHaloColor( const osg::Vec4f& value );
const optional<osg::Vec4f>& haloColor() const { return _haloColor; }
void setTextBackdropType(osgText::Text::BackdropType value);
const osgText::Text::BackdropType getTextBackdropType() const { return _backdropType; }
void setTextBackdropImplementation(osgText::Text::BackdropImplementation value);
const osgText::Text::BackdropImplementation getTextBackdropImplementation() const { return _backdropImpl; }
void setTextBackdropOffset(float offsetValue);
float getTextBackdropOffset() const { return _backdropOffset; }
public: // Control
virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void draw ( const ControlContext& context ); //, DrawableList& out_drawables );
private:
std::string _text;
osg::ref_ptr<osgText::Font> _font;
float _fontSize;
osg::ref_ptr<osgText::Text> _drawable;
osg::Vec3 _bmin, _bmax;
optional<osg::Vec4f> _haloColor;
osgText::String::Encoding _encoding;
osgText::Text::BackdropType _backdropType;
osgText::Text::BackdropImplementation _backdropImpl;
float _backdropOffset;
};
/**
* Button - just a Label with preset background and active colors
*/
class OSGEARTHUTIL_EXPORT ButtonControl : public LabelControl
{
public:
ButtonControl(
const std::string& text ="",
float fontSize =18.0f,
const osg::Vec4f& foreColor =osg::Vec4f(1,1,1,1),
const osg::Vec4f& backColor =osg::Vec4f(0.5,0.5,0.5,1),
const osg::Vec4f& activeColor =osg::Vec4f(0.5,0.5,1,1),
ControlEventHandler* handler =0L );
ButtonControl(
const std::string& text,
const osg::Vec4f& foreColor,
const osg::Vec4f& backColor =osg::Vec4f(0.5,0.5,0.5,1),
const osg::Vec4f& activeColor =osg::Vec4f(0.5,0.5,1,1),
float fontSize =18.0f,
ControlEventHandler* handler =0L );
ButtonControl(
const std::string& text,
ControlEventHandler* handler );
};
/**
* Control that contains a raster image
*/
class OSGEARTHUTIL_EXPORT ImageControl : public Control
{
public:
ImageControl( osg::Image* image =0L );
/** dtor */
virtual ~ImageControl() { }
void setImage( osg::Image* image );
osg::Image* getImage() const { return _image.get(); }
/** Rotates the image. */
void setRotation( const Angular& angle );
const Angular& getRotation() const { return _rotation; }
/** Tells the control to fix its minimum size to account to rotation. Otherwise the
control will auto-size its width/height based on the rotation angle. */
void setFixSizeForRotation( bool value );
bool getFixSizeForRotation() const { return _fixSizeForRot; }
public: // Control
virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void draw( const ControlContext& cx );
private:
osg::ref_ptr<osg::Image> _image;
Angular _rotation;
bool _fixSizeForRot;
osg::Geometry* _geom;
float _opacity;
};
/**
* A control that provides a horizontal sliding value controller.
*/
class OSGEARTHUTIL_EXPORT HSliderControl : public Control
{
public:
HSliderControl( float min = 0.0f, float max = 100.0f, float value = 50.0f, ControlEventHandler* handler =0L );
/** dtor */
virtual ~HSliderControl() { }
void setMin( float min, bool notify =true );
float getMin() const { return _min; }
void setMax( float max, bool notify =true );
float getMax() const { return _max; }
void setValue( float value, bool notify =true );
float getValue() const { return _value; }
public: // Control
//virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void draw( const ControlContext& cx );
protected:
virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa, ControlContext& cx );
virtual void fireValueChanged( ControlEventHandler* one =0L );
private:
float _min, _max, _value;
};
/**
* A check box toggle.
*/
class OSGEARTHUTIL_EXPORT CheckBoxControl : public Control
{
public:
CheckBoxControl( bool checked =false );
CheckBoxControl( bool checked, ControlEventHandler* callback );
/** dtor */
virtual ~CheckBoxControl() { }
void setValue( bool value );
bool getValue() const { return _value; }
public:
virtual void draw( const ControlContext& cx );
protected:
virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa, ControlContext& cx );
virtual void fireValueChanged( ControlEventHandler* one =0L );
private:
bool _value;
};
typedef std::vector< osg::ref_ptr<Control> > ControlList;
/**
* A control that renders a simple rectangular border for a container.
* This is also the base class for all Frame objects.
*/
class OSGEARTHUTIL_EXPORT Frame : public ImageControl
{
public:
Frame();
/** dtor */
virtual ~Frame() { }
public: // Control
virtual void calcPos ( const ControlContext& context, const osg::Vec2f& cursor, const osg::Vec2f& parentSize );
virtual void draw( const ControlContext& context );
};
/**
* A Frame with nice rounded corners.
*/
class OSGEARTHUTIL_EXPORT RoundedFrame : public Frame
{
public:
RoundedFrame();
/** dtor */
virtual ~RoundedFrame() { }
public:
virtual void draw( const ControlContext& cx );
};
/**
* Container is a control that houses child controls. This is the base class for
* all containers. (It is abstract so cannot be used directly)
* Containers are control, so you can nest them in other containers.
*/
class OSGEARTHUTIL_EXPORT Container : public Control
{
public:
Container();
Container( const Alignment& halign, const Alignment& valign, const Gutter& padding, float spacing );
/** dtor */
virtual ~Container() { }
// space between children
void setChildSpacing( float value );
float childSpacing() const { return _spacing; }
// horiz alignment to set on children (that do not already have alignment explicity set)
void setChildHorizAlign( Alignment align );
const optional<Alignment>& childHorizAlign() const { return _childhalign; }
// vert alignment to set on children (that do not already have alignment explicity set)
void setChildVertAlign( Alignment align );
const optional<Alignment>& childVertAlign() const { return _childvalign; }
// adds a control.
template<typename T>
T* addControl( T* control, int index =-1 ) {
return dynamic_cast<T*>( addControlImpl(control, index) ); }
// default multiple-add function.
virtual void addControls( const ControlVector& controls );
// clear the controls list.
virtual void clearControls() =0;
// gets a vector of pointers to the container's immediate children
virtual void getChildren(std::vector<Control*>& out);
public:
virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void calcFill( const ControlContext& context );
virtual void calcPos ( const ControlContext& context, const osg::Vec2f& cursor, const osg::Vec2f& parentSize );
virtual void draw( const ControlContext& context );
protected:
// default add function in subclass.
virtual Control* addControlImpl( Control* control, int index =-1 ) =0;
virtual bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa, ControlContext& cx );
void applyChildAligns();
//void setChildRenderSize( Control* child, float w, float h ) { child->_renderSize.set( w, h ); }
float& renderWidth(Control* child) { return child->_renderSize.x(); }
float& renderHeight(Control* child) { return child->_renderSize.y(); }
private:
float _spacing;
optional<Alignment> _childhalign;
optional<Alignment> _childvalign;
//ControlList& mutable_children() { return const_cast<ControlList&>(children()); }
};
/**
* Container that stacks controls vertically.
*/
class OSGEARTHUTIL_EXPORT VBox : public Container
{
public:
VBox();
VBox( const Alignment& halign, const Alignment& valign, const Gutter& padding, float spacing );
/** dtor */
virtual ~VBox() { }
public: // Container
virtual void clearControls();
public: // Control
virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void calcFill( const ControlContext& context );
virtual void calcPos ( const ControlContext& context, const osg::Vec2f& cursor, const osg::Vec2f& parentSize );
virtual void draw( const ControlContext& context );
protected:
virtual Control* addControlImpl( Control* control, int index =-1 );
private:
//ControlList _controls;
};
/**
* Container that stacks controls horizontally.
*/
class OSGEARTHUTIL_EXPORT HBox : public Container
{
public:
HBox();
HBox( const Alignment& halign, const Alignment& valign, const Gutter& padding, float spacing );
/** dtor */
virtual ~HBox() { }
public: // Container
//virtual const ControlList& children() const { return _controls; }
virtual void clearControls();
public: // Control
virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void calcFill( const ControlContext& context );
virtual void calcPos ( const ControlContext& context, const osg::Vec2f& cursor, const osg::Vec2f& parentSize );
virtual void draw( const ControlContext& context );
protected:
virtual Control* addControlImpl( Control* control, int index =-1 );
};
/**
* Container that organizes its children in a grid.
*/
class OSGEARTHUTIL_EXPORT Grid : public Container
{
public:
Grid();
Grid( const Alignment& halign, const Alignment& valign, const Gutter& padding, float spacing );
/** dtor */
virtual ~Grid() { }
template<typename T>
T* setControl( int col, int row, T* control ) {
return dynamic_cast<T*>( setControlImpl(col, row, control)); }
Control* getControl(int col, int row);
unsigned getNumRows() const;
unsigned getNumColumns() const;
public: // Container
virtual void clearControls();
// adds the controls as a row at the bottom of the grid.
virtual void addControls( const ControlVector& controls );
virtual void getChildren(std::vector<Control*>& out);
public: // Control
virtual void calcSize( const ControlContext& context, osg::Vec2f& out_size );
virtual void calcFill( const ControlContext& context );
virtual void calcPos ( const ControlContext& context, const osg::Vec2f& cursor, const osg::Vec2f& parentSize );
virtual void draw( const ControlContext& context );
protected:
virtual Control* addControlImpl( Control* control, int index =-1 );
virtual Control* setControlImpl( int col, int row, Control* control );
private:
void expandToInclude(int cols, int rows);
osg::Group* getRow(unsigned index);
std::vector<float> _rowHeights, _colWidths;
unsigned _maxCols;
};
class OSGEARTHUTIL_EXPORT RefNodeVector :
public osg::Referenced,
public osg::MixinVector<osg::Node*> { };
/**
* A control wrapped in a node that you can place anywhere in the scene
* graph. Its scene location will control its 2D screen position, and it
* can participate in conflict resolution.
*/
class OSGEARTHUTIL_EXPORT ControlNode : public osg::Node
{
public:
/** Constructs a new control node with an embedded control. */
ControlNode( Control* control, float priority =0.0f );
/** dtor */
virtual ~ControlNode() { }
/** The control encaspulated in this node */
Control* getControl() const { return _control.get(); }
/** The draw priority of this control */
float getPriority() const { return _priority; }
/** The point (in screen-space, relative to the lower-left of the control) that should anchor to the scene */
optional<osg::Vec2f>& anchorPoint() { return _anchor; }
const optional<osg::Vec2f>& anchorPoint() const { return _anchor; }
public: // osg::Node overrides
virtual void traverse( osg::NodeVisitor& nv );
virtual osg::BoundingSphere computeBound() const;
protected:
struct PerViewData
{
PerViewData();
bool _obscured;
osg::Vec3f _screenPos;
float _visibleTime;
unsigned _visitFrame;
osg::ref_ptr<osg::Uniform> _uniform;
osg::observer_ptr<osg::Camera> _canvas;
};
typedef std::map<osg::View*,PerViewData> PerViewDataMap;
PerViewDataMap _perViewData;
osg::ref_ptr<Control> _control;
float _priority;
optional<osg::Vec2f> _anchor;
PerViewData& getData( osg::View* view ) { return _perViewData[view]; }
friend class ControlNodeBin;
};
/**
* Internal class that renders ControlNode objects found in the scene graph.
* There is no need to instantiate or access this object directly.
*/
class OSGEARTHUTIL_EXPORT ControlNodeBin : public osg::Group
{
public:
ControlNodeBin();
/** dtor */
virtual ~ControlNodeBin() { }
/** Registers a control node with this bin. */
void addNode( ControlNode* node );
/** Whether to fade-in controls when they appear in view (default=true) */
void setFading( bool value );
private:
typedef std::pair<float, osg::ref_ptr<ControlNode> > ControlNodePair;
typedef std::multimap<float, osg::ref_ptr<ControlNode> > ControlNodeCollection;
ControlNodeCollection _controlNodes;
typedef std::pair<Control*, ControlNodeCollection::iterator> ControlIndexPair;
typedef std::map<Control*, ControlNodeCollection::iterator> ControlIndex;
ControlIndex _index;
typedef std::map<ControlNode*, osg::MatrixTransform*> RenderNodeTable;
typedef std::pair<ControlNode*, osg::MatrixTransform*> RenderNodePair;
RenderNodeTable _renderNodes;
osg::ref_ptr<osg::Group> _group;
std::vector<osg::BoundingBox> _taken;
bool _sortByDistance;
bool _fading;
bool _sortingEnabled;
friend class ControlCanvas;
friend class ControlNode;
void draw( const ControlContext& context, bool newContext, int bin );
osg::Group* getControlGroup() const { return _group.get(); }
};
/**
* Associates controls with an OSG View.
*/
class OSGEARTHUTIL_EXPORT ControlCanvas : public osg::Camera
{
public:
/** Accesses the control canvas attached the the specified view. */
static ControlCanvas* get( osg::View* view, bool installCanvasInSceneData =false );
public:
/** adds a top-level control to this surface. */
template<typename T>
T* addControl( T* control ) {
return dynamic_cast<T*>( addControlImpl( control ) ); }
/** removes a top-level control. */
void removeControl( Control* control );
/** gets the top-most control that intersects the specified position. */
Control* getControlAtMouse( float x, float y );
/** Toggles whether ControlNodes are allowed to overlap. */
void setAllowControlNodeOverlap( bool value );
public:
// internal- no need to call directly
void update( const osg::FrameStamp* frameStamp );
// internal - no need to call directly
void setControlContext( const ControlContext& );
public:
virtual void traverse( osg::NodeVisitor& nv ); // override
virtual ~ControlCanvas();
/**
* Constructs a new canvas and attaches it to a view. Call
* getOrCreateControlCanvas(view) to create one.
*/
ControlCanvas( osgViewer::View* view );
protected:
ControlContext _context;
bool _contextDirty;
bool _updatePending;
typedef std::map< osg::observer_ptr<osgGA::GUIEventHandler>, osg::observer_ptr<osgViewer::View> > EventHandlersMap;
EventHandlersMap _eventHandlersMap;
osg::ref_ptr<ControlNodeBin> _controlNodeBin;
Control* addControlImpl( Control* control );
private:
friend struct ControlCanvasEventHandler;
friend class ControlNode;
ControlCanvas( osgViewer::View* view, bool registerCanvas );
void init( osgViewer::View* view, bool registerCanvas );
bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa );
// a static registry of canvases in the scene graph.
typedef std::map<osg::View*, ControlCanvas*> ViewCanvasMap;
static ViewCanvasMap _viewCanvasMap;
static OpenThreads::Mutex _viewCanvasMapMutex;
/** Accesses the priority rendering bin for this canvas. */
ControlNodeBin* getControlNodeBin() { return _controlNodeBin.get(); }
};
} } } // namespace osgEarth::Util::Controls
#endif // OSGEARTHUTIL_CONTROLS
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