Mercurial > hg > orthanc-stone
view Framework/Scene2D/Internals/OpenGLInfoPanelRenderer.h @ 975:e75fd08d6c75 toa2019083101
Cleaning in ICallable + changed fingerprint to plain char array to allow for
dead object examination + additional check in FetchContext callback to avoid
the unexplained rogue callbacks I have seen + protection in LoaderStateMachine::HandleSuccessMessage
in case things go wrong anyway
author | Benjamin Golinvaux <bgo@osimis.io> |
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date | Sat, 31 Aug 2019 13:45:04 +0200 |
parents | 6e888cf6a48b |
children | 2d8ab34c8c91 |
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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 "CompositorHelper.h" #include "OpenGLColorTextureProgram.h" #include "../InfoPanelSceneLayer.h" namespace OrthancStone { namespace Internals { class OpenGLInfoPanelRenderer : public CompositorHelper::ILayerRenderer { private: OpenGL::IOpenGLContext& context_; OpenGLColorTextureProgram& program_; std::auto_ptr<OpenGL::OpenGLTexture> texture_; BitmapAnchor anchor_; void LoadTexture(const InfoPanelSceneLayer& layer); public: OpenGLInfoPanelRenderer(OpenGL::IOpenGLContext& context, OpenGLColorTextureProgram& program, const InfoPanelSceneLayer& layer); virtual void Render(const AffineTransform2D& transform, unsigned int canvasWidth, unsigned int canvasHeight); virtual void Update(const ISceneLayer& layer) { LoadTexture(dynamic_cast<const InfoPanelSceneLayer&>(layer)); } }; } }