Mercurial > hg > orthanc-stone
view Framework/Scene2D/GrayscaleStyleConfigurator.h @ 836:e62e7361fd60
fix
author | Sebastien Jodogne <s.jodogne@gmail.com> |
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date | Fri, 31 May 2019 16:34:26 +0200 |
parents | 0965b665c653 |
children | 2b4b6b86520a |
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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 "ILayerStyleConfigurator.h" namespace OrthancStone { /** Creates layers to display the supplied image in grayscale. No dynamic style is available. */ class GrayscaleStyleConfigurator : public ILayerStyleConfigurator { private: uint64_t revision_; bool linearInterpolation_; bool hasWindowing_; ImageWindowing windowing_; // TODO - Add custom windowing public: GrayscaleStyleConfigurator() : revision_(0), linearInterpolation_(false), hasWindowing_(false) { } void SetWindowing(ImageWindowing windowing); void SetLinearInterpolation(bool enabled); bool IsLinearInterpolation() const { return linearInterpolation_; } virtual uint64_t GetRevision() const { return revision_; } virtual TextureBaseSceneLayer* CreateTextureFromImage( const Orthanc::ImageAccessor& image) const; virtual TextureBaseSceneLayer* CreateTextureFromDicom( const Orthanc::ImageAccessor& frame, const DicomInstanceParameters& parameters) const; virtual void ApplyStyle(ISceneLayer& layer) const; }; }