view Samples/MultiPlatform/BasicScene/mainSdl.cpp @ 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 2d8ab34c8c91
children
line wrap: on
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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/>.
 **/


// From Stone
#include "Framework/Viewport/SdlViewport.h"
#include "Framework/Scene2D/OpenGLCompositor.h"
#include "Framework/Scene2DViewport/UndoStack.h"
#include "Framework/StoneInitialization.h"
#include "Framework/Messages/MessageBroker.h"

// From Orthanc framework
#include <Core/Logging.h>
#include <Core/OrthancException.h>

#include <boost/make_shared.hpp>
#include <boost/ref.hpp>

#include <SDL.h>
#include <stdio.h>


#include "BasicScene.h"

using namespace OrthancStone;

boost::shared_ptr<BasicScene2DInteractor> interactor;

void HandleApplicationEvent(boost::shared_ptr<OrthancStone::ViewportController> controller,
                            const SDL_Event& event)
{
  using namespace OrthancStone;
  Scene2D& scene(controller->GetScene());
  if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP || event.type == SDL_MOUSEMOTION)
  {
    // TODO: this code is copy/pasted from GuiAdapter::Run() -> find the right place
    int scancodeCount = 0;
    const uint8_t* keyboardState = SDL_GetKeyboardState(&scancodeCount);
    bool ctrlPressed(false);
    bool shiftPressed(false);
    bool altPressed(false);

    if (SDL_SCANCODE_LCTRL < scancodeCount && keyboardState[SDL_SCANCODE_LCTRL])
      ctrlPressed = true;
    if (SDL_SCANCODE_RCTRL < scancodeCount && keyboardState[SDL_SCANCODE_RCTRL])
      ctrlPressed = true;
    if (SDL_SCANCODE_LSHIFT < scancodeCount && keyboardState[SDL_SCANCODE_LSHIFT])
      shiftPressed = true;
    if (SDL_SCANCODE_RSHIFT < scancodeCount && keyboardState[SDL_SCANCODE_RSHIFT])
      shiftPressed = true;
    if (SDL_SCANCODE_LALT < scancodeCount && keyboardState[SDL_SCANCODE_LALT])
      altPressed = true;

    GuiAdapterMouseEvent guiEvent;
    ConvertFromPlatform(guiEvent, ctrlPressed, shiftPressed, altPressed, event);
    PointerEvent pointerEvent;
    pointerEvent.AddPosition(controller->GetViewport().GetPixelCenterCoordinates(event.button.x, event.button.y));

    interactor->OnMouseEvent(guiEvent, pointerEvent);
    return;
  }
  else if ((event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) && event.key.repeat == 0  /* Ignore key bounce */)
  {
    GuiAdapterKeyboardEvent guiEvent;
    ConvertFromPlatform(guiEvent, event);

    interactor->OnKeyboardEvent(guiEvent);
  }

}


static void GLAPIENTRY
OpenGLMessageCallback(GLenum source,
                      GLenum type,
                      GLuint id,
                      GLenum severity,
                      GLsizei length,
                      const GLchar* message,
                      const void* userParam )
{
  if (severity != GL_DEBUG_SEVERITY_NOTIFICATION)
  {
    fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
            ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ),
            type, severity, message );
  }
}


void Run(boost::shared_ptr<OrthancStone::ViewportController> controller)
{
  SdlViewport& sdlViewport = dynamic_cast<SdlViewport&>(controller->GetViewport());

  glEnable(GL_DEBUG_OUTPUT);
  glDebugMessageCallback(OpenGLMessageCallback, 0);

  controller->GetViewport().GetCompositor().SetFont(0, Orthanc::EmbeddedResources::UBUNTU_FONT,
                     BASIC_SCENE_FONT_SIZE, Orthanc::Encoding_Latin1);

  controller->GetViewport().Refresh();
  controller->FitContent();


  bool stop = false;
  while (!stop)
  {
    controller->GetViewport().Refresh();

    SDL_Event event;
    while (!stop &&
           SDL_PollEvent(&event))
    {
      if (event.type == SDL_QUIT)
      {
        stop = true;
        break;
      }
      else if (event.type == SDL_WINDOWEVENT &&
               event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
      {
        sdlViewport.UpdateSize(event.window.data1, event.window.data2);
      }
      else if (event.type == SDL_KEYDOWN &&
               event.key.repeat == 0 /* Ignore key bounce */)
      {
        switch (event.key.keysym.sym)
        {
          case SDLK_f:
            sdlViewport.GetWindow().ToggleMaximize();
            break;
              
          case SDLK_q:
            stop = true;
            break;

          default:
            break;
        }
      }
      
      HandleApplicationEvent(controller, event);
    }

    SDL_Delay(1);
  }
  interactor.reset();
}




/**
 * IMPORTANT: The full arguments to "main()" are needed for SDL on
 * Windows. Otherwise, one gets the linking error "undefined reference
 * to `SDL_main'". https://wiki.libsdl.org/FAQWindows
 **/
int main(int argc, char* argv[])
{
  using namespace OrthancStone;
  StoneInitialize();
  Orthanc::Logging::EnableInfoLevel(true);

  try
  {
    SdlOpenGLViewport viewport("Hello", 1024, 768);
    MessageBroker broker;
    boost::shared_ptr<UndoStack> undoStack(new UndoStack);
    boost::shared_ptr<ViewportController> controller = boost::make_shared<ViewportController>(undoStack, boost::ref(broker), boost::ref(viewport));
    interactor.reset(new BasicScene2DInteractor(controller));
    PrepareScene(controller->GetScene());
    Run(controller);
  }
  catch (Orthanc::OrthancException& e)
  {
    LOG(ERROR) << "EXCEPTION: " << e.What();
  }

  StoneFinalize();

  return 0;
}