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The Vish Visualization Shell 0.3
Vish
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An interaction element to steer the behavior of the viewer in a GUI. More...
#include <ocean/Anemonia/RenderNamespace.hpp>
Public Attributes | |
| int | RedrawOnMouseMove = 0 |
| If non-zero the scene shall be redrawn when moving the mouse without interaction. | |
Additional Inherited Members | |
Public Types inherited from MemCore::ReferenceBase< Interactor > | |
| using | reference_domain_t = Interactor |
| The type of the base class. | |
| using | SelfPtr_t = WeakPtr< Interactor, Interactor > |
| Type for a pointer to this object itself. | |
Public Member Functions inherited from MemCore::ReferenceBase< Interactor > | |
| auto | getObjectCountID () const noexcept |
| Get a unique ID for this object in the given domain. | |
| bool | isIdentical (const WeakPtr< Interactor, Interactor > &PossibleSelf) const noexcept |
| Check if this object is identical to the one used by the given pointer. | |
| void | mkAutoDestructive () |
| Marks this object as being automatically destructed, e.g. | |
| refcount_t | refcount () const noexcept |
| The strong reference count. | |
| ReferenceBase (Interactor *that) noexcept | |
| Constructor, initializes reference counter to zero. | |
| const auto & | self () const |
| Return weak pointer to the object self. | |
| refcount_t | wrefcount () const noexcept |
| The weak reference count. | |
Protected Member Functions inherited from MemCore::ReferenceBase< Interactor > | |
| virtual void | extremeUnction () |
| A virtual function that will be called just before the object is destroyed. | |
| ReferenceBase & | operator= (const ReferenceBase &R) |
| Protected assignment operator (should not be called). | |
| void | suicide () |
| Delete this. | |
| virtual | ~ReferenceBase () |
| Virtual destructor. | |
An interaction element to steer the behavior of the viewer in a GUI.
| int Wizt::Interactor::RedrawOnMouseMove = 0 |
If non-zero the scene shall be redrawn when moving the mouse without interaction.
This is needed for 3D mouse cursors that trigger rendering when moving the mouse. If the number is larger than one, then the scene will be redrawn that often, which has no practical purpose but helps during development to verify stability and performance.