Mercurial > hg > orthanc-stone
view Framework/Viewport/IViewport.h @ 1406:5d7ee14dc1eb
Mouse wheel handler is now OK in SDL and Wasm
author | Benjamin Golinvaux <bgo@osimis.io> |
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date | Thu, 30 Apr 2020 00:25:55 +0200 |
parents | fef1ec42a7db |
children |
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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 "../Scene2D/ICompositor.h" #include "../Scene2DViewport/ViewportController.h" namespace OrthancStone { /** * Class that combines a Scene2D with a canvas where to draw the * scene. A call to "Refresh()" will update the content of the * canvas. A "IViewport" can possibly be accessed from several * threads depending on the rendering back-end (e.g. in SDL or Qt): * The "ILock" subclass implements the locking mechanism to modify * the content of the scene. * * NB: The lock must be a "recursive_mutex", as the viewport * controller can lock it a second time (TODO - Why so?). **/ class IViewport : public boost::noncopyable { public: class ILock : public boost::noncopyable { public: virtual ~ILock() { } virtual bool HasCompositor() const = 0; /** Do not store the result! Only access the compositor interface through the lock. */ virtual ICompositor& GetCompositor() = 0; /** Do not store the result! Only access the compositor interface through the lock. */ virtual ViewportController& GetController() = 0; virtual void Invalidate() = 0; }; virtual ~IViewport() { } virtual ILock* Lock() = 0; }; }