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GL Studio Safety Critical Embedded C++ Runtime Library
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#include <gls_input_manager.h>
Classes | |
| struct | InitParameters |
| struct | Viewport |
Public Member Functions | |
| GlsBool | HandleEvent (GlsEvent &event) |
| void | UpdateViewport (const Viewport &viewport) |
| void | UpdateProjectionMatrix (const GlsMatrixAffineD::GLMatrixAffineF &projMatrix) |
| void | UpdateModelMatrix (const GlsMatrixAffineD::GLMatrixAffineF &modelMatrix) |
| void | ProjectPoint (const GlsVector3D &p, const GlsMatrixAffineD::GLMatrixAffineF &drawMatrix, GlsVector2D &projected) const |
Static Public Member Functions | |
| static void | Initialize (InitParameters &initParameters) |
| static GlsInputManager & | GetInputManager (void) |
Protected Member Functions | |
| GlsInputManager (InitParameters &initParameters) | |
| virtual | ~GlsInputManager () |
This class manages user input.
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Constructor - create an instance
| initParameters | initialization parameters |
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Destructor - shall never be called
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Get the singleton GlsInputManager instance
Handle the given event
| event | event in question |
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Initialize (and create) the singleton GlsInputManager instance. Can only be called once
| initParameters | initialization parameters |
| void GlsInputManager::ProjectPoint | ( | const GlsVector3D & | p, |
| const GlsMatrixAffineD::GLMatrixAffineF & | drawMatrix, | ||
| GlsVector2D & | projected | ||
| ) | const |
Project the given point into screen coordinates using the given GL draw matrix and the current projection matrix and viewport
| p | point in question |
| drawMatrix | GL draw matrix |
| projected | [out] receives projected point in screen coordinates |
| void GlsInputManager::UpdateModelMatrix | ( | const GlsMatrixAffineD::GLMatrixAffineF & | modelMatrix | ) |
Update the input manager with the current top level GL model matrix. Call if/when top level GL model matrix changes from initial model matrix given to Initialize() call.
| modelMatrix | updated model matrix |
| void GlsInputManager::UpdateProjectionMatrix | ( | const GlsMatrixAffineD::GLMatrixAffineF & | projMatrix | ) |
Update the input manager with the current GL projection matrix. Call if/when GL projection matrix changes from initial projection matrix given to Initialize() call.
| projMatrix | updated projection matrix |
| void GlsInputManager::UpdateViewport | ( | const Viewport & | viewport | ) |
Update the input manager with the current GL viewport. Call if/when GL viewport changes from initial viewport given to Initialize() call.
| viewport | updated GL viewport |
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current object for dragging else GLS_NULL
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current object with focus else GLS_NULL
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GLS_TRUE if pick cache of top level component needs to be invalidated before the next pick can occur
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current GL model matrix
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current GL projection matrix
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top level object receiving input
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current GL display viewport