diff Framework/Scene2D/RotateSceneTracker.cpp @ 1331:ab81ee8fce1f broker

- Viewport is not passed and stored as a shared_ptr instead of raw reference. - ViewportController can now be injected with an undo stack (not a ctor param anymore, as a preparation for the move of the undo stack to an interactor) - Added (temp) flag to disable emscripten events registration in the WebAssemblyViewport (because legacy client code deals with them directly) - Added emscripten_clear_timeout in ~WebGLViewportsRegistry - Removed GenericToolbox::HoldingRef whose responsibility is better served with proper callback un-registration.
author Benjamin Golinvaux <bgo@osimis.io>
date Mon, 30 Mar 2020 14:23:46 +0200
parents a5326ce4f24b
children
line wrap: on
line diff
--- a/Framework/Scene2D/RotateSceneTracker.cpp	Mon Mar 30 08:47:30 2020 +0200
+++ b/Framework/Scene2D/RotateSceneTracker.cpp	Mon Mar 30 14:23:46 2020 +0200
@@ -23,14 +23,14 @@
 
 namespace OrthancStone
 {
-  RotateSceneTracker::RotateSceneTracker(IViewport& viewport,
+  RotateSceneTracker::RotateSceneTracker(boost::shared_ptr<IViewport> viewport,
                                          const PointerEvent& event)
     : OneGesturePointerTracker(viewport)
     , click_(event.GetMainPosition())
     , aligner_(viewport, click_)
     , isFirst_(true)
   {
-    std::unique_ptr<IViewport::ILock> lock(viewport_.Lock());
+    std::unique_ptr<IViewport::ILock> lock(viewport_->Lock());
     originalSceneToCanvas_ = lock->GetController().GetSceneToCanvasTransform();
 
   }
@@ -52,7 +52,7 @@
         isFirst_ = false;
       }
 
-      std::unique_ptr<IViewport::ILock> lock(viewport_.Lock());
+      std::unique_ptr<IViewport::ILock> lock(viewport_->Lock());
 
       lock->GetController().SetSceneToCanvasTransform(
         AffineTransform2D::Combine(
@@ -66,7 +66,7 @@
   void RotateSceneTracker::Cancel()
   {
     // See remark above
-    std::unique_ptr<IViewport::ILock> lock(viewport_.Lock());
+    std::unique_ptr<IViewport::ILock> lock(viewport_->Lock());
     lock->GetController().SetSceneToCanvasTransform(originalSceneToCanvas_);
     lock->Invalidate();
   }