DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarthImGui/ImGuiEventHandler

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2024-12-24 23:49:36 +00:00
/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
* Copyright 2018 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/>
*/
#pragma once
#include <osgEarthImGui/Common>
#include <osgEarth/Config>
#include <osgEarth/GeoData>
#include <osgEarth/NodeUtils>
#include <osgEarth/MapNode>
#include <osgEarth/Terrain>
#include <osgEarth/GLUtils>
#include <osg/Texture2D>
#include <osg/RenderInfo>
#include <osgViewer/View>
#include <osgViewer/ViewerEventHandlers>
#include <typeinfo>
struct ImGuiSettingsHandler;
namespace osgEarth
{
/**
* And OSG realize operation that will initialize the GLEW library
* as required for ImGui
*/
class ImGuiRealizeOperation : public osg::Operation
{
public:
ImGuiRealizeOperation();
void operator()(osg::Object* object) override;
};
/**
* Generic OSG event handler that will render ImGui elements.
* Subclass this and override "draw" to render your own ImGui interface,
* and add this instance as an event handler to your viewer.
*/
class ImGuiEventHandler : public osgGA::GUIEventHandler
{
public:
using RealizeOperation = osgEarth::ImGuiRealizeOperation;
bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa) override;
virtual void load(void* section, const std::string& key, const std::string& value) { }
virtual void save(osgEarth::Config& conf) { }
virtual void* findByName(const char* name) { return nullptr; }
virtual void* findByType(const std::type_info& type) { return nullptr; }
bool getAutoAdjustProjectionMatrix() const { return _autoAdjustProjectionMatrix; }
void setAutoAdjustProjectionMatrix(bool value) { _autoAdjustProjectionMatrix = value; }
// Put your ImGui code inside this function
virtual void draw(osg::RenderInfo& renderInfo) = 0;
void newFrame(osg::RenderInfo& renderInfo);
void render(osg::RenderInfo& renderInfo);
bool _show = true;
protected:
bool _dirtySettings = false;
private:
struct ImGuiNewFrameCallback;
struct ImGuiRenderCallback;
double _time = 0.0;
bool _initialized = false;
bool _firstFrame = true;
bool _autoAdjustProjectionMatrix = true;
bool _dragging = false;
static void* handleStartEntry(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name);
static void handleReadSetting(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line);
static void handleWriteSettings(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf);
void installSettingsHandler();
ImGuiKey convertKey(int osgKey);
ImGuiButtonFlags convertMouseButton(int osgButtonMask);
};
}