#ifndef VIEW_H #define VIEW_H #include #include "Scene.h" #include "FrameBuffer.h" class Source; class View { public: typedef enum {RENDERING = 0, MIXING=1, GEOMETRY=2, LAYER=3, INVALID=4 } Mode; View(Mode m); virtual ~View() {} inline Mode mode() const { return mode_; } virtual void update (float dt); virtual void draw (); virtual void zoom (float) {} virtual void centerSource(Source *) {} typedef enum { Cursor_Arrow = 0, Cursor_TextInput, Cursor_ResizeAll, Cursor_ResizeNS, Cursor_ResizeEW, Cursor_ResizeNESW, Cursor_ResizeNWSE, Cursor_Hand, Cursor_NotAllowed } CursorType; typedef struct Cursor { CursorType type; std::string info; Cursor() { type = Cursor_Arrow; info = "";} Cursor(CursorType t, std::string i = "") { type = t; info = i;} } Cursor; virtual std::pair pick(glm::vec3 point); virtual Cursor drag (glm::vec2, glm::vec2); virtual Cursor grab (glm::vec2, glm::vec2, Source*, std::pair) { return Cursor(); } virtual Cursor over (glm::vec2, Source*, std::pair) { return Cursor(); } virtual void restoreSettings(); virtual void saveSettings(); Scene scene; // hack to avoid reordering scene of view if not necessary static bool need_deep_update_; protected: Mode mode_; }; class MixingView : public View { public: MixingView(); void zoom (float factor) override; void centerSource(Source *) override; Cursor grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair) override; void setAlpha (Source *s); private: uint textureMixingQuadratic(); }; class RenderView : public View { FrameBuffer *frame_buffer_; public: RenderView (); ~RenderView (); void draw () override; void setResolution (glm::vec3 resolution = glm::vec3(0.f)); glm::vec3 resolution() const { return frame_buffer_->resolution(); } inline FrameBuffer *frame () const { return frame_buffer_; } }; class GeometryView : public View { public: GeometryView(); void draw () override; void update (float dt) override; void zoom (float factor) override; std::pair pick(glm::vec3 point) override; Cursor grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair pick) override; Cursor over (glm::vec2, Source*, std::pair) override; }; class LayerView : public View { public: LayerView(); void update (float dt) override; void zoom (float factor) override; Cursor grab (glm::vec2 from, glm::vec2 to, Source *s, std::pair pick) override; float setDepth (Source *, float d = -1.f); private: float aspect_ratio; }; #endif // VIEW_H