view Framework/Scene2D/InfoPanelSceneLayer.h @ 1327:4f8db2d202c8 broker

OrthancSeriesProgressiveLoader now has two modes that can be selected at object creation : - progressive (will first load jpeg50, then jpeg90 then PAM) - non-progressive (will directly load PAM (uncompressed)) Please note that the slice loading order remains dynamic and depending upon the slice that the client code wishes to extract from the volume.
author Benjamin Golinvaux <bgo@osimis.io>
date Wed, 25 Mar 2020 14:34:27 +0100
parents be17fed8c7c5
children 30deba7bc8e2
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/**
 * Stone of Orthanc
 * Copyright (C) 2012-2016 Sebastien Jodogne, Medical Physics
 * Department, University Hospital of Liege, Belgium
 * Copyright (C) 2017-2020 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 "ISceneLayer.h"
#include "../StoneEnumerations.h"

#include <Core/Compatibility.h>
#include <Core/Images/ImageAccessor.h>

#include <memory>

namespace OrthancStone
{
  class InfoPanelSceneLayer : public ISceneLayer
  {
  private:
    std::unique_ptr<Orthanc::ImageAccessor>  texture_;
    BitmapAnchor                           anchor_;
    bool                                   isLinearInterpolation_;
    bool                                   applySceneRotation_;

  public:
  /**
   * If you supply `true` for `applySceneRotation`, then, in addition to 
   * a translation to bring it at the desired anchoring location, the image
   * will be rotated around its center by the same rotation as the scene
   * transformation.
   */
    InfoPanelSceneLayer(const Orthanc::ImageAccessor& texture,
                        BitmapAnchor anchor,
                        bool isLinearInterpolation,
                        bool applySceneRotation = false);

    virtual ISceneLayer* Clone() const
    {
      return new InfoPanelSceneLayer(*texture_, 
                                     anchor_, 
                                     isLinearInterpolation_, 
                                     applySceneRotation_);
    }

    const Orthanc::ImageAccessor& GetTexture() const
    {
      return *texture_;
    }

    BitmapAnchor GetAnchor() const
    {
      return anchor_;
    }

    bool ShouldApplySceneRotation() const
    {
      return applySceneRotation_;
    }

    bool IsLinearInterpolation() const
    {
      return isLinearInterpolation_;
    }

    virtual Type GetType() const
    {
      return Type_InfoPanel;
    }

    virtual bool GetBoundingBox(Extent2D& target) const
    {
      return false;
    }

    virtual uint64_t GetRevision() const
    {
      return 0;
    }

    static void ComputeAnchorLocation(int& x,
                                      int& y,
                                      BitmapAnchor anchor,
                                      unsigned int textureWidth,
                                      unsigned int textureHeight,
                                      unsigned int canvasWidth,
                                      unsigned int canvasHeight);
  };
}