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display_system_window.hpp

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  • display_system_window.hpp 3.12 KiB
    //------------------------------------------------------------------------------
    // Project Phoenix
    //
    // Copyright (c) 2017-2018 RWTH Aachen University, Germany,
    // Virtual Reality & Immersive Visualization Group.
    //------------------------------------------------------------------------------
    //                                 License
    //
    // Licensed under the 3-Clause BSD License (the "License");
    // you may not use this file except in compliance with the License.
    // See the file LICENSE for the full text.
    // You may obtain a copy of the License at
    //
    //     https://opensource.org/licenses/BSD-3-Clause
    //
    // Unless required by applicable law or agreed to in writing, software
    // distributed under the License is distributed on an "AS IS" BASIS,
    // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    // See the License for the specific language governing permissions and
    // limitations under the License.
    //------------------------------------------------------------------------------
    
    #ifndef LIBRARY_PHX_DISPLAY_DISPLAY_SYSTEM_WINDOW_HPP_
    #define LIBRARY_PHX_DISPLAY_DISPLAY_SYSTEM_WINDOW_HPP_
    
    #include <memory>
    #include <vector>
    
    #include "phx/core/scene.hpp"
    #include "phx/display/display_system.hpp"
    #include "phx/display/window.hpp"
    #include "phx/export.hpp"
    #include "phx/input/sdl_device.hpp"
    #include "phx/rendering/backend/render_target.hpp"
    
    #undef CreateWindow
    
    namespace phx {
    
    class PHOENIX_EXPORT DisplaySystemWindow : public DisplaySystem {
     public:
      explicit DisplaySystemWindow(Engine* engine);
      DisplaySystemWindow(const DisplaySystemWindow&) = delete;
      DisplaySystemWindow(DisplaySystemWindow&&) = default;
      ~DisplaySystemWindow() override;
    
      DisplaySystemWindow& operator=(const DisplaySystemWindow&) = delete;
      DisplaySystemWindow& operator=(DisplaySystemWindow&&) = default;
    
      template <typename... Arguments>
      Window* CreateWindow(Arguments&&... arguments);
      void DestroyWindow();
      Window* GetWindow();
    
      void Update(const FrameTimer::TimeInfo&) override;
    
      // field_of_view anglie in degree in the y direction,
      // near_plane, far_plane distance in meters
      void CreateRenderTarget(Scene* scene, float field_of_view, float near_plane,
                              float far_plane);
    
      boost::signals2::connection AddQuitCallback(
          const std::function<void()>& callback);
    
     protected:
      std::unique_ptr<Window> window_;
    
      class SDLEventReceiver : public SDLDevice {
       public:
        void OnSDLEvent(const SDL_Event& event) override;
        boost::signals2::signal<void()> quit_signal_;
      };
      // DisplaySystemWindow never calls Update on sdl_event_receiver, so if no
      // other SDLDevice like Mouse or Keyboard is present the quit signal is never
      // fired. The rational behind that is that the SDL Events are only polled from
      // within the DeviceSystem
      SDLEventReceiver sdl_event_receiver;
    };
    
    template <typename... Arguments>
    Window* DisplaySystemWindow::CreateWindow(Arguments&&... arguments) {
      // Do not use make_unique due to the friendship to Window.
      window_ = std::unique_ptr<Window>(new Window(arguments...));
      return window_.get();
    }
    }  // namespace phx
    
    #endif  // LIBRARY_PHX_DISPLAY_DISPLAY_SYSTEM_WINDOW_HPP_