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GLWidget - general OpenGL display
Copyright (C) 2006-2009 Geoffrey R. Hutchison
Copyright (C) 2006,2007 Donald Ephraim Curtis
Copyright (C) 2007-2009 Marcus D. Hanwell
This file is part of the Avogadro molecular editor project.
For more information, see <http://avogadro.openmolecules.net/>
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 GLWIDGET_H
#define GLWIDGET_H
#include <avogadro/global.h>
#ifdef ENABLE_GLSL
#include <GL/glew.h>
#endif
#include <QGLWidget>
#include <avogadro/glhit.h>
#include <QThread>
#include <Eigen/Core>
class QUndoStack;
class QMouseEvent;
class QGLContext;
class QSettings;
namespace Avogadro {
class Primitive;
class Atom;
class Bond;
class Molecule;
class Camera;
class Painter;
class Tool;
class ToolGroup;
class Color;
class Engine;
class Painter;
class PrimitiveList;
/**
* @class GLWidget glwidget.h <avogadro/glwidget.h>
* @brief GL widget class for rendering molecules.
* @author Donald Ephraim Curtis
* @author Marcus D. Hanwell
*
* This widget provides a 3D graphical view of a molecule. In terms
* of the Model-View architecture we consider
* the Molecule the model and GLWidget a view of this model.
* The widget relies on various Engine subclasses to handle the
* rendering of the 3d objects.
*
* Each engine is allocated a PrimitiveList object. This queue contains
* all primitivew which that engine is responsible for rendering for this
* GLWidget. Thus, we can have one queue containing only the bonds, and
* one queue containing only the atoms which would allow bonds and atoms
* to be rendered by two different engines.
*/
class GLThread;
class GLWidgetPrivate;
class GLPainterDevice;
class A_EXPORT GLWidget : public QGLWidget
{
friend class GLThread;
Q_OBJECT
Q_PROPERTY(QColor background READ background WRITE setBackground)
// Q_PROPERTY(float scale READ scale WRITE setScale)
public:
/**
* Constructor.
* @param parent the widget parent.
*/
GLWidget(QWidget *parent = 0);
/**
* Constructor.
* @param format the QGLFormat information.
* @param parent the widget parent.
* @param shareWidget a widget to share the same graphics -- i.e., the underlying GLPainterDevice
*/
explicit GLWidget(const QGLFormat &format, QWidget *parent = 0, const GLWidget * shareWidget = 0);
/**
* Constructor.
* @param molecule the molecule to view.
* @param format the QGLFormat information.
* @param parent the widget parent.
* @param shareWidget a widget to share the same graphics -- i.e., the underlying GLPainterDevice
*/
GLWidget(Molecule *molecule, const QGLFormat &format, QWidget *parent = 0, const GLWidget * shareWidget = 0);
/**
* Destructor.
*/
~GLWidget();
/**
* @param enabled True if quick render is desired when moving the view.
*/
void setQuickRender(bool enabled);
/**
* @return True if quick rendering is being used.
*/
bool quickRender() const;
/**
* @param enabled True if we should render the unit cell axes
*/
void setRenderUnitCellAxes(bool enabled);
/**
* @return True if unit cell axes are being rendered.
*/
bool renderUnitCellAxes() const;
/**
* @return the width of the widget in pixels.
*/
int deviceWidth() { return width(); }
/**
* @return the height of the widget in pixels.
*/
int deviceHeight() { return height(); }
/**
* Virtual function setting the size hint for this widget.
*
* @return the preferred size of the widget.
*/
QSize sizeHint() const;
/**
* Virtual function setting the minimum size hit for this widget.
*
* @return the minimum size the widget can take without causing
* unspecified behaviour.
*/
QSize minimumSizeHint() const;
/**
* @return the radius of the primitive object for this glwidget.
*/
double radius(const Primitive *p) const;
/**
* @return the active Tool.
*/
Tool* tool() const;
/**
* @return the current background color of the rendering area.
*/
QColor background() const;
/**
* Set the current global color map for Primitives.
*/
void setColorMap(Color *);
/**
* @return the current global color map for Primitives.
*/
Color *colorMap() const;
/**
* @param undoStack the new undoStack.
*/
void setUndoStack(QUndoStack *undoStack);
/**
* @return the current GLWidget undoStack.
*/
QUndoStack* undoStack() const;
/**
* @return the current Molecule being viewed.
*/
const Molecule* molecule() const;
/**
* @return the current Molecule being viewed.
*/
Molecule* molecule();
/**
* @return a pointer to the Camera of this widget.
*/
Camera * camera() const;
/**
* @return a list of engines.
*/
QList<Engine *> engines() const;
/**
* Get the hits for a region starting at (x, y) of size (w * h).
*/
QList<GLHit> hits(int x, int y, int w, int h);
/**
* Take a point and figure out which is the closest Primitive under that point.
* @param p the point on the widget that was clicked.
* @return the closest Primitive that was clicked or 0 if nothing.
*/
Primitive* computeClickedPrimitive(const QPoint& p);
/**
* Take a point and figure out which is the closest Atom under that point.
* @param p the point on the widget that was clicked.
* @return the closest Atom that was clicked or 0 if nothing.
*/
Atom* computeClickedAtom(const QPoint& p);
/**
* Take a point and figure out which is the closest Bond under that point.
* @param p the point on the widget that was clicked.
* @return the closest Bond that was clicked or 0 if nothing.
*/
Bond* computeClickedBond(const QPoint& p);
/**
* @return the point at the center of the Molecule.
*/
const Eigen::Vector3d & center() const;
/**
* @return the normalVector for the entire Molecule.
*/
const Eigen::Vector3d & normalVector() const;
/**
* @return the radius of the Molecule.
*/
double radius() const;
/**
* @return the Atom farthest away from the camera.
*/
const Atom *farthestAtom() const;
/**
* @param quality set the global quality of the widget.
*/
void setQuality(int quality);
/**
* @return the global quality of the widget.
*/
int quality() const;
/**
* @param level Set the global fog level of the widget.
*/
void setFogLevel(int level);
/**
* @return The global fog level of the widget.
*/
int fogLevel() const;
/**
* Set to render x, y, z axes as an overlay in the bottom left of the widget.
*/
void setRenderAxes(bool renderAxes);
/**
* @return true if the x, y, z axes are being rendered.
*/
bool renderAxes();
/**
* Set to render the "debug info" (i.e., FPS, number of atoms, etc.)
*/
void setRenderDebug(bool renderDebug);
/**
* @return true if the debug panel is being drawn
*/
bool renderDebug();
/**
* Set the ToolGroup of the GLWidget.
*/
void setToolGroup(ToolGroup *toolGroup);
/**
* @return the ToolGroup of the GLWidget.
*/
ToolGroup * toolGroup() const;
/** Returns the Painter of this widget. For instance, to draw a sphere in this
* widget, you could do:
* @code
painter()->drawSphere(center, radius)
* @endcode
* @sa class Painter
*/
Painter *painter() const;
/** @name Selection Methods
* These methods are used to manipulate user-selected primitives.
* Each view tracks a list of selected objects (e.g., atoms)
* which can be passed to engines, tools, or used for tasks like
* copying selected atoms, etc.
* @{
*/
/**
* @return the current selected primitives (all Primitive types)
*/
PrimitiveList selectedPrimitives() const;
/**
* Toggle the selection for the atoms in the supplied list.
* That is, if the primitive is selected, deselect it and vice-versa.
*
* @param primitives the set of objects to update.
*/
void toggleSelected(PrimitiveList primitives);
/**
* Toggle the selection for the GLWidget, that is if the primitive is
* selected, deselect it and vice-versa.
*/
void toggleSelected();
/**
* Change the selection status for the atoms in the supplied list.
* All objects in the list will have the same selection status.
*
* @param primitives the set of objects to update.
* @param select whether to select or deselect the objects.
*/
void setSelected(PrimitiveList primitives, bool select = true); // do we pass by value intentionally
/**
* Deselect all objects.
*/
void clearSelected();
/**
* @return true if the Primitive is selected.
*/
bool isSelected(const Primitive *p) const;
/**
* Add a new named selection.
*
* @param name name of the new selection.
* @param primitives the primitives ids.
* @return true if the name is not taken
*/
bool addNamedSelection(const QString &name, PrimitiveList &primitives);
/**
* Remove a named selection by name.
*
* @param name name of the selection to remove.
*/
void removeNamedSelection(const QString &name);
/**
* Remove a named selection by index. Using the index is useful in Models.
*
* @param index index of the selection to remove.
*/
void removeNamedSelection(int index);
/**
* Rename a named selection by index. Using the index is useful in Models.
*
* @param index index of the selection to rename.
*/
void renameNamedSelection(int index, const QString &name);
/**
* Get the names of all named selections.
*
* @return a list with all the named selections.
*/
QList<QString> namedSelections();
/**
* Get the primitives of a named selections by name.
*
* @param name name of the selection.
* @return the primitives for this named selection.
*/
PrimitiveList namedSelectionPrimitives(const QString &name);
/**
* Get the primitives of a named selections by index.
* Using the index is useful in Models.
*
* @param index index of the selection.
* @return the primitives for this named selection.
*/
PrimitiveList namedSelectionPrimitives(int index);
/* end selection method grouping */
/** @} */
/**
* Set the number of unit cells for a periodic molecule like a crystal
* a, b, and c, are the three primitive unit cell axes.
* Does nothing if the molecule does not have a unit cell defined.
*
* @param a number of unit cells to display along the a axis.
* @param b number of unit cells to display along the b axis.
* @param c number of unit cells to display along the c axis.
*/
void setUnitCells(int a, int b, int c);
/**
* Clear the unit cell data.
*/
void clearUnitCell();
/**
* @return The number of unit cells to display along the a axis.
*/
int aCells();
/**
* @return The number of unit cells to display along the b axis.
*/
int bCells();
/**
* @return The number of unit cells to display along the c axis.
*/
int cCells();
/**
* Static pointer to the current GLWidget.
*/
static GLWidget *m_current;
/**
* @return a pointer to the current GLWidget.
*/
static GLWidget *current();
/**
* Set this instance of the GLWidget as the current GLWidget instance.
*/
static void setCurrent(GLWidget *current);
/**
* Trigger a render for GL2PS.
*/
void renderNow();
/**
* Write the settings of the GLWidget in order to save them to disk.
*/
virtual void writeSettings(QSettings &settings) const;
/**
* Read the settings of the GLWidget and restore them.
*/
virtual void readSettings(QSettings &settings);
protected:
friend class GLGraphicsView;
/**
* Virtual function called by QGLWidget on initialization of
* the GL area.
*/
virtual void initializeGL();
/**
* Virtual function called by GLWidget before render() to set up the
* display correctly.
*/
virtual void paintGL();
/**
* Virtual function called by GLGraphicsView before render() to set up the
* display correctly and leave it in an appropriate state after.
*/
virtual void paintGL2();
/**
* Virtual function called whn the GL area is resized
*/
virtual void resizeGL(int, int);
/**
* Virtual function called when the GL area needs repainting.
*/
virtual void paintEvent(QPaintEvent *event);
/**
* Called on resize of the GLWidget to perform resizing of the display.
*/
virtual void resizeEvent(QResizeEvent *event);
/**
* Focus Event
*/
virtual bool event(QEvent *event);
/**
* Virtual function reaction to mouse press in the GL rendering area.
*/
virtual void mousePressEvent(QMouseEvent * event);
/**
* Virtual function reaction to mouse release in the GL rendering area.
*/
virtual void mouseReleaseEvent(QMouseEvent * event);
/**
* Virtual function reaction to mouse being moved in the GL rendering area.
*/
virtual void mouseMoveEvent(QMouseEvent * event);
/**
* Virtual function reaction to mouse while in the GL rendering area.
*/
virtual void wheelEvent(QWheelEvent * event);
/**
* Response to key press events.
* @param event the key event information
*/
virtual void keyPressEvent(QKeyEvent *event);
/**
* Response to key release events.
* @param event the key event information
*/
virtual void keyReleaseEvent(QKeyEvent *event);
/**
* Render the scene. To be used in both modes GL_RENDER and GL_SELECT.
* This function calls the render functions of the engines as well as the
* paint events of the tools and is where everything drawn onto the widget
* is called from.
*/
virtual void render();
/**
* Render a full crystal cell
* Called by render() automatically
*
* @param displayList the display list of the primitive unit cell
*/
virtual void renderCrystal(GLuint displayList);
/**
* Render crystal unit cell axes
* called by renderCrystal() automatically
*
*/
virtual void renderCrystalAxes();
/**
* Render x, y, z axes as an overlay on the bottom left of the widget.
*/
virtual void renderAxesOverlay();
/**
* Render a debug overlay with extra debug information on the GLWidget.
*/
virtual void renderDebugOverlay();
/**
* This will return a painting condition that must be met each time
* before a GLThread can run.
*
* @return painting condition.
*/
// QWaitCondition *paintCondition() const;
private:
GLWidgetPrivate * const d;
/**
* Helper function called by all constructors.
*/
void constructor(const GLWidget *shareWidget =0);
/**
* Compute the average frames per second over the last 200+ ms.
*/
inline double computeFramesPerSecond();
bool m_glslEnabled;
Tool* m_navigateTool; /// NavigateTool is a super tool
public Q_SLOTS:
/**
* Set the active Tool of the GLWidget.
*/
void setTool(Tool *tool);
/**
* Set the background color of the rendering area (the default is black).
*
* @param background the new background color.
*/
void setBackground(const QColor &background);
/**
* Set the molecule model for this view.
* @param molecule the molecule to view.
*/
void setMolecule(Molecule *molecule);
/**
* A primitive, was removed, so update the selection
*/
void unselectPrimitive(Primitive *);
/**
* An atom, was removed, so update the selection
*/
void unselectAtom(Atom *);
/**
* A bond, was removed, so update the selection
*/
void unselectBond(Bond *);
/**
* Add an engine to the GLWidget.
* @param engine Engine to add to this widget.
*/
void addEngine(Engine *engine);
/**
* Remove an engine from the GLWidget.
* @param engine Engine to remove from this widget.
*/
void removeEngine(Engine *engine);
/**
* Reset to default engines (one of each factory).
*/
void loadDefaultEngines();
/**
* Reload the engine plugins.
*/
void reloadEngines();
/**
* Signal that something changed and the display lists should be invalidated.
*/
void invalidateDLs();
/**
* update the Molecule geometry.
*/
void updateGeometry();
/**
* One or more tools are deleted..
*/
void toolsDestroyed();
Q_SIGNALS:
/**
* Signal for the mouse press event which is passed to the tools.
*/
void mousePress(QMouseEvent * event);
/**
* Signal for the mouse release event which is passed to the tools.
*/
void mouseRelease( QMouseEvent * event );
/**
* Signal for the mouse move event which is passed to the tools.
*/
void mouseMove( QMouseEvent * event );
/**
* Signal for the mouse wheel event which is passed to the tools.
*/
void wheel( QWheelEvent * event);
/**
* Signal that the Molecule has changed.
*/
void moleculeChanged(Molecule *newMolecule);
/**
* Signal that an Engine has been added to the GLWidget.
*/
void engineAdded(Engine *engine);
/**
* Signal that an Engine has been removed from the GLWidget.
*/
void engineRemoved(Engine *engine);
/**
* Signal that the GLWidget has resized. Can be used to update child
* widgets, see overlay extension for example.
*/
void resized();
/**
* Named selections have changed.
*/
void namedSelectionsChanged();
/**
* Signal that this GLWidget was activated.
*/
void activated(GLWidget *);
/**
* Signal that the unit cell axis display has changed
*/
void unitCellAxesRenderChanged(bool enabled);
};
} // end namespace Avogadro
#endif
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