/usr/include/avogadro/engine.h is in libavogadro-dev 1.2.0-3.
This file is owned by root:root, with mode 0o644.
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Engine - Engine interface and plugin factory.
Copyright (C) 2007 Donald Ephraim Curtis
Copyright (C) 2008 Marcus D. Hanwell
This file is part of the Avogadro molecular editor project.
For more information, see <http://avogadro.cc/>
Avogadro is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Avogadro is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
02110-1301, USA.
**********************************************************************/
#ifndef ENGINE_H
#define ENGINE_H
#include <avogadro/global.h>
#ifdef ENABLE_GLSL
#include <GL/glew.h>
#else
#include <QGLWidget>
#endif
#include "primitivelist.h"
#include "plugin.h"
#include <QList>
#include <QSettings>
#include <QtPlugin>
#define AVOGADRO_ENGINE(i, t, d) \
public: \
static QString staticIdentifier() { return i; } \
QString identifier() const { return i; } \
static QString staticName() { return t; } \
QString name() const { return t; } \
static QString staticDescription() { return d; } \
QString description() const \
{ if (m_description.isEmpty()) return d; \
else return m_description; }
#define AVOGADRO_ENGINE_FACTORY(c) \
public: \
Avogadro::Plugin *createInstance(QObject *parent = 0) { return new c(parent); } \
Avogadro::Plugin::Type type() const { return Avogadro::Plugin::EngineType; } \
QString identifier() const { return c::staticIdentifier(); } \
QString name() const { return c::staticName(); } \
QString description() const { return c::staticDescription(); }
namespace Avogadro {
class PainterDevice;
class Atom;
class Bond;
class Molecule;
class Color;
/**
* @class Engine engine.h <avogadro/engine.h>
* @brief Engine plugin interface.
* @author Donald Ephraim Curtis
* @author Marcus D. Hanwell
*
* This class provides an interface for our engines.
* Subclasses of this class are loaded by the GLWidget and used to render
* different parts of our project (Molecule, Atom, Bond, Residue) depending
* on what style of engine we are implementing.
* \sa GLWidget::render()
*/
class EnginePrivate;
class A_EXPORT Engine : public Plugin
{
Q_OBJECT
public:
/**
* \enum Layer
* Different properties of an engine which affect the rendering order.
* This also affects the tabs in the Display Settings windows.
* Defulat: Opaque
*/
enum Layer {
Opaque = 0x00, /// renders only opaque bits (default)
Transparent = 0x01, /// renders transparency
Overlay = 0x02 /// renders overlays (always "on top")
};
Q_DECLARE_FLAGS(Layers, Layer)
/**
* \enum PrimitiveType
* Primitives accepted by an engine (or none)
* This also affects the tabs in the Display Settings windows.
* Default: Atoms | Bonds
*/
enum PrimitiveType {
NoPrimitives = 0x00, /// renders no primitives (e.g., overlays)
Atoms = 0x01, /// renders atoms
Bonds = 0x02, /// renders bonds
Molecules = 0x04, /// renders whole molecules
Surfaces = 0x08, /// renders some kind of surface
Fragments = 0x10 /// renders fragments or residues
};
Q_DECLARE_FLAGS(PrimitiveTypes, PrimitiveType)
/**
* \enum ColorType
* Color schemes used by the engine
* This also affects the tabs in the Display Settings windows.
* Default: ColorPlugins
*/
enum ColorType {
NoColors = 0x00, /// predefined colors in the engine (e.g., overlays)
ColorPlugins = 0x01, /// uses color plugins defined in color.h (default)
IndexedColors = 0x02, /// uses a set of colors defined in indexcolor.h
ColorGradients = 0x04 /// uses a three-color gradient (e.g., charge from negative to 0 to positive)
};
Q_DECLARE_FLAGS(ColorTypes, ColorType)
public:
/**
* Constructor
*/
Engine(QObject *parent = 0);
/**
* Destructor
*/
virtual ~Engine();
/**
* Virtual unique identifier - needing for saving and loading state.
* \note This should not be manually overridden - the Engine macro does it.
*/
virtual QString identifier() const = 0;
/**
* Plugin Type
*/
Plugin::Type type() const;
/**
* Plugin Type Name (Engines)
*/
QString typeName() const;
/**
* @return a string with the name of the engine.
*/
virtual QString name() const = 0;
/**
* @return the alias of the engine.
*/
QString alias() const;
/**
* @param alias the new alias for the engine instance.
*/
void setAlias(const QString &alias);
/**
* @return engine description.
*/
QString description() const;
/**
* @param description the new description of this engine.
*/
void setDescription(const QString &description);
/**
* @return The active GLSL shader for this engine, only used if GLSL is supported.
*/
GLuint shader() { return m_shader; }
/**
* Set the active GLSL shader for this engine, only used if GLSL is supported.
*/
void setShader(GLuint shader) { m_shader = shader; }
/**
* @return the layers used by this engine.
*/
virtual Layers layers() const;
/**
* Render opaque elements. This function is allowed to render
* whatever opaque primitives it wishes. There is no requirement that it
* render every primitive.
*
* During generation of the GL view engines will have their render
* functions called at most once. It is the responsibility
* of the engine to render all of the objects in it's queue if
* it can.
*
* @return @c true if the rendering was completed successfully, @c false otherwise
*
* Example
* @code
* Color *map = colorMap(); // possible custom color map
* if (!map) map = pd->colorMap(); // fall back to global color map
*
* // Get a list of bonds and render them
* QList<Primitive *> list;
* list = primitives().subList(Primitive::BondType);
*
* foreach(Primitive *p, list)
* render(static_cast<const Bond *>(p))
*
* return true;
* @endcode
*
* @note To allow picking to happen you need to push the object type and name.
* If objects cannot be picked this may be omitted.
*
* For more information on the various primitive lists available see
* PrimitiveList.
*
*/
virtual bool renderOpaque(PainterDevice *pd) = 0;
/**
* Render transparent elements. This function is allowed to render
* whatever transparent primitives it wishes. There is no requirement that it
* render every primitive.
*
* During generation of the GL view engines will have their render
* functions called at most once. It is the responsibility
* of the engine to render all of the objects in it's queue if
* it can.
*
* @return @c true if the rendering was completed successfully, @c false otherwise
*
* Example
* @code
* Color *map = colorMap(); // possible custom color map
* if (!map) map = pd->colorMap(); // fall back to global color map
*
* // Get a list of atoms and render the selected ones as transparent spheres
* QList<Primitive *> list;
* list = primitives().subList(Primitive::AtomType);
*
* foreach(Primitive *p, list) {
* const Atom *a = static_cast<const Atom *>(p);
*
* // Render the selection highlight
* if (pd->isSelected(a)) {
* map->set(0.3, 0.6, 1.0, 0.7);
* glEnable(GL_BLEND);
* pd->painter()->setColor(map);
* pd->painter()->setName(a);
* pd->painter()->drawSphere(a->pos(), 0.1 + radius( a ));
* glDisable(GL_BLEND);
* }
* }
* @endcode
*
* @note To allow picking to happen you need to push the object type and name.
* If objects cannot be picked this may be omitted.
*
* For more information on the various primitive lists available see
* PrimitiveList.
*
*/
virtual bool renderTransparent(PainterDevice *) { return true; }
/**
* Render all elements the engine is responsible for quickly with an
* emphasis on maintaining interactivity even with very large molecules.
* By default this function calls renderOpaque but in most cases should
* be implemented and tuned using large molecule test cases. The GLWidget
* ensures dynamic scaling of geometric primitives is off before calling
* this rendering function.
*/
virtual bool renderQuick(PainterDevice *pd)
{
renderOpaque(pd);
return true;
}
/**
* Render all elements the engine is responsible for quickly with an
* emphasis on speed and only rendering things which can be picked.
* Things such as color can be neglected here as this is never seen.
*/
virtual bool renderPick(PainterDevice *pd)
{
renderQuick(pd);
return true;
}
/**
* @return transparency level, rendered low to high.
*/
virtual double transparencyDepth() const;
/**
* @return the primitive types used by this engine.
*/
virtual PrimitiveTypes primitiveTypes() const;
/**
* @return the engine's PrimitiveList containing all primitives the engine
* can render.
*/
virtual const PrimitiveList primitives() const;
/**
* @return the engine's Atom list containing all atoms the engine
* can render.
*/
virtual const QList<Atom *> atoms() const;
/**
* @return the engine's Bond list containing all bonds the engine
* can render.
*/
virtual const QList<Bond *> bonds() const;
/**
* Set the primitives that the engine instance can render.
* @param primitives the PrimitiveList the engine can render from.
*/
virtual void setPrimitives(const PrimitiveList &primitives);
/**
* Clear the primitives of the engine instance.
*/
virtual void clearPrimitives();
/**
* Get the PainterDevice for the engine.
*/
virtual const PainterDevice * painterDevice() const { return m_pd; }
/**
* Set the PainterDevice pointer for this engine.
*/
virtual void setPainterDevice(const PainterDevice *pd);
/**
* Get the Molecule for the engine.
*/
virtual const Molecule * molecule() const { return m_molecule; }
/** Get the radius of the primitive referred to.
* @param pd is the painter device used for rendering (e.g., if a primitive is selected)
* @param primitive is the Primitive to get the radius of.
* @return the radius of the Primitive.
*/
virtual double radius(const PainterDevice *pd, const Primitive *primitive = 0) const;
/**
* @return true if the engine is enabled or false if it is not.
*/
bool isEnabled() const { return m_enabled; }
/**
* Setter to enable or disable the engine instance.
* @param enabled true to enable the egine, false to disable the engine.
*/
void setEnabled(bool enabled);
/**
* @return the color schemes used by this engine.
*/
virtual ColorTypes colorTypes() const;
/** @return the current color map used by this engine
*/
virtual Color *colorMap() { return m_colorMap; }
/**
* @return a pointer to an identical engine or 0 if this fails
*/
virtual Engine *clone() const = 0;
/**
* @return a QWidget containing the engine settings or 0
* if no settings widget is available.
*/
virtual QWidget *settingsWidget();
/**
* This method can provide a much faster way of determining if an Engine
* has a configuration dialog, it should be reimplemented in classes to
* avoid the settings wigdet being constructed in order to check whether
* an engine has settings.
* @return True if the Engine has a settings widget.
* @note Calls settingsWidget() by default and tests for null.
*/
virtual bool hasSettings();
/**
* Write the engine settings so that they can be saved between sessions.
*/
virtual void writeSettings(QSettings &settings) const;
/**
* Read in the settings that have been saved for the engine instance.
*/
virtual void readSettings(QSettings &settings);
Q_SIGNALS:
/**
* Signals that something has been changed and the engine needs to render
* after these changes were made.
*/
void changed();
/**
* Signals that the engine has been enabled or disabled.
*/
void enableToggled(bool enabled);
public Q_SLOTS:
/**
* Add the primitive to the engines PrimitiveList.
* @param primitive to be added to the PrimitiveList.
*/
virtual void addPrimitive(Primitive *primitive);
/**
* Update the primitive in the engines PrimitiveList.
* @param primitive to be updated in the PrimitiveList.
*/
virtual void updatePrimitive(Primitive *primitive);
/**
* Remove the primitive from from the engines PrimitiveList.
* @param primitive to be removed from the PrimitiveList.
*/
virtual void removePrimitive(Primitive *primitive);
/**
* Add the Atom to the engines atom list.
* @param atom to be added to the atom list.
*/
virtual void addAtom(Atom *atom);
/**
* Remove the Atom from from the engines atom list.
* @param atom to be removed from the atom list.
*/
virtual void removeAtom(Atom *atom);
/**
* Add the Bond to the engines bond list.
* @param bond to be added to the bond list.
*/
virtual void addBond(Bond *bond);
/**
* Remove the Bond from from the engines bond list.
* @param bond to be removed from the bond list.
*/
virtual void removeBond(Bond *bond);
/** Set the color map to be used for this engine.
* The default is to color each atom by element.
* @param map is the new colors to be used
*/
virtual void setColorMap(Color *map);
/**
* Accept that the color map changed and call for an update
* (e.g., the user modified the settings)
*/
virtual void colorMapChanged();
/**
* Slot to set the Molecule pointer for this engine.
*/
virtual void setMolecule(const Molecule *molecule);
/**
* Slot to set the Molecule pointer for this engine.
*/
virtual void setMolecule(Molecule *molecule);
protected:
EnginePrivate *const d;
GLuint m_shader;
const PainterDevice *m_pd;
const Molecule *m_molecule;
Color *m_colorMap;
bool m_enabled;
bool m_customPrims;
PrimitiveList m_primitives;
QList<Atom *> m_atoms;
QList<Bond *> m_bonds;
QString m_alias;
QString m_description;
virtual void useCustomPrimitives();
};
} // end namespace Avogadro
Q_DECLARE_METATYPE(Avogadro::Engine*)
Q_DECLARE_OPERATORS_FOR_FLAGS(Avogadro::Engine::Layers)
Q_DECLARE_OPERATORS_FOR_FLAGS(Avogadro::Engine::PrimitiveTypes)
Q_DECLARE_OPERATORS_FOR_FLAGS(Avogadro::Engine::ColorTypes)
#endif
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