view Framework/Scene2D/FloatTextureSceneLayer.h @ 700:059e1fd05fd6 refactor-viewport-controller

Introduced the ViewportController that sits between the application and the Scene2D to handle the trackers and measuring tools. This is a work in progress. The Scene2D is no longer an observable. Message sending is managed by the ViewportController. Move some refs to shared and weak to prevent lifetime issues.
author Benjamin Golinvaux <bgo@osimis.io>
date Sun, 19 May 2019 16:26:17 +0200
parents ea8322566596
children 4ba8892870a2
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/**
 * 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:
    // The pixel format must be "Float32"
    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;
    }
  };
}