diff Framework/Scene2D/FloatTextureSceneLayer.h @ 590:5430bcffba57

FloatTextureSceneLayer
author Sebastien Jodogne <s.jodogne@gmail.com>
date Fri, 26 Apr 2019 11:33:57 +0200
parents
children ea8322566596
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Framework/Scene2D/FloatTextureSceneLayer.h	Fri Apr 26 11:33:57 2019 +0200
@@ -0,0 +1,60 @@
+/**
+ * Stone of Orthanc
+ * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
+ * Department, University Hospital of Liege, Belgium
+ * Copyright (C) 2017-2019 Osimis S.A., Belgium
+ *
+ * This program is free software: you can redistribute it and/or
+ * modify it under the terms of the GNU Affero General Public License
+ * as published by the Free Software Foundation, either version 3 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
+ * Affero General Public License for more details.
+ * 
+ * You should have received a copy of the GNU Affero General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ **/
+
+
+#pragma once
+
+#include "TextureBaseSceneLayer.h"
+
+namespace OrthancStone
+{
+  class FloatTextureSceneLayer : public TextureBaseSceneLayer
+  {
+  private:
+    ImageWindowing   windowing_;
+    float            customCenter_;
+    float            customWidth_;
+
+  public:
+    FloatTextureSceneLayer(const Orthanc::ImageAccessor& texture);
+
+    void SetWindowing(ImageWindowing windowing);
+
+    void SetCustomWindowing(float customCenter,
+                            float customWidth);
+
+    void GetWindowing(float& targetCenter,
+                      float& targetWidth) const;
+
+    ImageWindowing GetWindowingType() const
+    {
+      return windowing_;
+    }
+
+    void FitRange();
+
+    virtual ISceneLayer* Clone() const;
+
+    virtual Type GetType() const
+    {
+      return Type_FloatTexture;
+    }
+  };
+}