reactphysics3d/testbed/nanogui/include/nanogui/common.h

250 lines
7.2 KiB
C++

/*
nanogui/common.h -- common definitions used by NanoGUI
NanoGUI was developed by Wenzel Jakob <wenzel@inf.ethz.ch>.
The widget drawing code is based on the NanoVG demo application
by Mikko Mononen.
All rights reserved. Use of this source code is governed by a
BSD-style license that can be found in the LICENSE.txt file.
*/
#pragma once
#include <Eigen/Core>
#include <stdint.h>
#include <array>
#include <vector>
/* Set to 1 to draw boxes around widgets */
//#define NANOGUI_SHOW_WIDGET_BOUNDS 1
#if !defined(NAMESPACE_BEGIN)
#define NAMESPACE_BEGIN(name) namespace name {
#endif
#if !defined(NAMESPACE_END)
#define NAMESPACE_END(name) }
#endif
#if defined(NANOGUI_SHARED)
# if defined(_WIN32)
# if defined(NANOGUI_BUILD)
# define NANOGUI_EXPORT __declspec(dllexport)
# else
# define NANOGUI_EXPORT __declspec(dllimport)
# endif
# elif defined(NANOGUI_BUILD)
# define NANOGUI_EXPORT __attribute__ ((visibility("default")))
# else
# define NANOGUI_EXPORT
# endif
#else
# define NANOGUI_EXPORT
#endif
/* Force usage of discrete GPU on laptops (macro must be invoked in main application) */
#if defined(_WIN32)
#define NANOGUI_FORCE_DISCRETE_GPU() \
extern "C" { \
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; \
__declspec(dllexport) int NvOptimusEnablement = 1; \
}
#else
#define NANOGUI_FORCE_DISCRETE_GPU()
#endif
#if defined(_WIN32)
#if defined(NANOGUI_BUILD)
/* Quench a few warnings on when compiling NanoGUI on Windows */
#pragma warning(disable : 4127) // warning C4127: conditional expression is constant
#pragma warning(disable : 4244) // warning C4244: conversion from X to Y, possible loss of data
#endif
#pragma warning(disable : 4251) // warning C4251: class X needs to have dll-interface to be used by clients of class Y
#pragma warning(disable : 4714) // warning C4714: funtion X marked as __forceinline not inlined
#endif
struct NVGcontext;
struct NVGcolor;
struct NVGglyphPosition;
struct GLFWwindow;
struct GLFWcursor;
// Define command key for windows/mac/linux
#ifdef __APPLE__
#define SYSTEM_COMMAND_MOD GLFW_MOD_SUPER
#else
#define SYSTEM_COMMAND_MOD GLFW_MOD_CONTROL
#endif
NAMESPACE_BEGIN(nanogui)
/* Cursor shapes */
enum class Cursor {
Arrow = 0,
IBeam,
Crosshair,
Hand,
HResize,
VResize,
CursorCount
};
/* Import some common Eigen types */
using Eigen::Vector2f;
using Eigen::Vector3f;
using Eigen::Vector4f;
using Eigen::Vector2i;
using Eigen::Vector3i;
using Eigen::Vector4i;
using Eigen::Matrix3f;
using Eigen::Matrix4f;
using Eigen::VectorXf;
using Eigen::MatrixXf;
typedef Eigen::Matrix<uint32_t, Eigen::Dynamic, Eigen::Dynamic> MatrixXu;
/// Stores an RGBA color value
class Color : public Eigen::Vector4f {
typedef Eigen::Vector4f Base;
public:
Color() : Color(0, 0, 0, 0) {}
Color(const Eigen::Vector4f &color) : Eigen::Vector4f(color) { }
Color(const Eigen::Vector3f &color, float alpha)
: Color(color(0), color(1), color(2), alpha) { }
Color(const Eigen::Vector3i &color, int alpha)
: Color(color.cast<float>() / 255.f, alpha / 255.f) { }
Color(const Eigen::Vector3f &color) : Color(color, 1.0f) {}
Color(const Eigen::Vector3i &color)
: Color((Vector3f)(color.cast<float>() / 255.f)) { }
Color(const Eigen::Vector4i &color)
: Color((Vector4f)(color.cast<float>() / 255.f)) { }
Color(float intensity, float alpha)
: Color(Vector3f::Constant(intensity), alpha) { }
Color(int intensity, int alpha)
: Color(Vector3i::Constant(intensity), alpha) { }
Color(float r, float g, float b, float a) : Color(Vector4f(r, g, b, a)) { }
Color(int r, int g, int b, int a) : Color(Vector4i(r, g, b, a)) { }
/// Construct a color vector from MatrixBase (needed to play nice with Eigen)
template <typename Derived> Color(const Eigen::MatrixBase<Derived>& p)
: Base(p) { }
/// Assign a color vector from MatrixBase (needed to play nice with Eigen)
template <typename Derived> Color &operator=(const Eigen::MatrixBase<Derived>& p) {
this->Base::operator=(p);
return *this;
}
/// Return a reference to the red channel
float &r() { return x(); }
/// Return a reference to the red channel (const version)
const float &r() const { return x(); }
/// Return a reference to the green channel
float &g() { return y(); }
/// Return a reference to the green channel (const version)
const float &g() const { return y(); }
/// Return a reference to the blue channel
float &b() { return z(); }
/// Return a reference to the blue channel (const version)
const float &b() const { return z(); }
Color contrastingColor() const {
float luminance = cwiseProduct(Color(0.299f, 0.587f, 0.144f, 0.f)).sum();
return Color(luminance < 0.5f ? 1.f : 0.f, 1.f);
}
inline operator const NVGcolor &() const;
};
/* Forward declarations */
template <typename T> class ref;
class AdvancedGridLayout;
class BoxLayout;
class Button;
class CheckBox;
class ColorWheel;
class ColorPicker;
class ComboBox;
class GLFramebuffer;
class GLShader;
class GridLayout;
class GroupLayout;
class ImagePanel;
class Label;
class Layout;
class MessageDialog;
class Object;
class Popup;
class PopupButton;
class ProgressBar;
class Screen;
class Serializer;
class Slider;
class TextBox;
class Theme;
class ToolButton;
class VScrollPanel;
class Widget;
class Window;
/// Static initialization; should be called once before invoking any NanoGUI functions
extern NANOGUI_EXPORT void init();
/// Static shutdown; should be called before the application terminates
extern NANOGUI_EXPORT void shutdown();
/// Enter the application main loop
extern NANOGUI_EXPORT void mainloop();
/// Request the application main loop to terminate
extern NANOGUI_EXPORT void leave();
/**
* \brief Open a native file open/save dialog.
*
* \param filetypes
* Pairs of permissible formats with descriptions like
* <tt>("png", "Portable Network Graphics")</tt>
*/
extern NANOGUI_EXPORT std::string file_dialog(const std::vector<std::pair<std::string, std::string>> &filetypes, bool save);
#if defined(__APPLE__)
/**
* \brief Move to the application bundle's parent directory
*
* This is function is convenient when deploying .app bundles on OSX. It
* adjusts the file path to the parent directory containing the bundle.
*/
extern NANOGUI_EXPORT void chdir_to_bundle_parent();
#endif
/**
* \brief Convert a single UTF32 character code to UTF8
*
* NanoGUI uses this to convert the icon character codes
* defined in entypo.h
*/
extern NANOGUI_EXPORT std::array<char, 8> utf8(int c);
/// Load a directory of PNG images and upload them to the GPU (suitable for use with ImagePanel)
extern NANOGUI_EXPORT std::vector<std::pair<int, std::string>>
loadImageDirectory(NVGcontext *ctx, const std::string &path);
/// Convenience function for instanting a PNG icon from the application's data segment (via bin2c)
#define nvgImageIcon(ctx, name) nanogui::__nanogui_get_image(ctx, #name, name##_png, name##_png_size)
/// Helper function used by nvgImageIcon
extern NANOGUI_EXPORT int __nanogui_get_image(NVGcontext *ctx, const std::string &name, uint8_t *data, uint32_t size);
NAMESPACE_END(nanogui)