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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include <lumin/LandscapeApp.h>
#include <lumin/Prism.h>
#include <lumin/event/ServerEvent.h>
#include <lumin/event/GestureInputEventData.h>
#include <lumin/event/KeyInputEventData.h>
#include <lumin/event/ControlTouchPadInputEventData.h>
#include <lumin/node/QuadNode.h>
#include <lumin/resource/PlanarResource.h>
#include <lumin/ui/KeyboardDefines.h>
#include <lumin/ui/node/UiButton.h>
#include <lumin/ui/node/UiTextEdit.h>
#include <SceneDescriptor.h>
typedef struct Opaque ServoInstance;
/**
* Servo2D Landscape Application
*/
class Servo2D : public lumin::LandscapeApp {
public:
/**
* Constructs the Landscape Application.
*/
Servo2D();
/**
* Destroys the Landscape Application.
*/
virtual ~Servo2D();
/**
* Disallows the copy constructor.
*/
Servo2D(const Servo2D&) = delete;
/**
* Disallows the move constructor.
*/
Servo2D(Servo2D&&) = delete;
/**
* Disallows the copy assignment operator.
*/
Servo2D& operator=(const Servo2D&) = delete;
/**
* Disallows the move assignment operator.
*/
Servo2D& operator=(Servo2D&&) = delete;
/**
* Update the browser history UI
*/
void updateHistory(bool canGoBack, const char* url, bool canGoForward);
protected:
/**
* Initializes the Landscape Application.
* @return - 0 on success, error code on failure.
*/
int init() override;
/**
* Deinitializes the Landscape Application.
* @return - 0 on success, error code on failure.
*/
int deInit() override;
/**
* Returns the size of the Prism, default = +/- (1.0f, 1.0f, 1.0f) meters.
* Used in createPrism().
*/
const glm::vec3 getInitialPrismExtents() const;
/**
* Creates the prism, updates the private variable prism_ with the created prism.
*/
int createInitialPrism();
/**
* Initializes and creates the scene of all scenes marked as initially instanced
*/
void instanceInitialScenes();
/**
* Initializes and creates the scene of the scene and instances it into the prism
*/
lumin::Node* instanceScene(const SceneDescriptor & sceneToInit);
/**
* Run application login
*/
virtual bool updateLoop(float fDelta) override;
/**
* Handle events from the server
*/
virtual bool eventListener(lumin::ServerEvent* event) override;
bool touchpadEventListener(lumin::ControlTouchPadInputEventData* event);
void urlBarEventListener();
bool gestureEventListener(lumin::GestureInputEventData* event);
/**
* Get the current cursor position, with respect to the viewport.
*/
glm::vec2 viewportCursorPosition();
bool pointInsideViewport(glm::vec2 pt);
private:
lumin::Prism* prism_ = nullptr; // represents the bounded space where the App renders.
lumin::PlanarResource* plane_ = nullptr; // the plane we're rendering into
lumin::QuadNode* content_node_ = nullptr; // the node containing the plane
lumin::ui::UiButton* back_button_ = nullptr; // the back button
lumin::ui::UiButton* fwd_button_ = nullptr; // the forward button
lumin::ui::UiTextEdit* url_bar_ = nullptr; // the URL bar
ServoInstance* servo_ = nullptr; // the servo instance we're embedding
};
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