Open3D (C++ API)  0.11.0
Data Structures | Public Member Functions | Static Public Member Functions
open3d::visualization::gui::Application Class Reference

#include <Application.h>

Data Structures

class  EnvUnlocker
 
struct  Impl
 

Public Member Functions

virtual ~Application ()
 
void Initialize ()
 
void Initialize (int argc, const char *argv[])
 
void Initialize (const char *resource_path)
 Initializes the application, with a specific path to the resources. More...
 
void Run ()
 Does not return until the UI is completely finished. More...
 
void Quit ()
 Closes all the windows, which exits as a result. More...
 
void RunInThread (std::function< void()> f)
 
void PostToMainThread (Window *window, std::function< void()> f)
 
std::shared_ptr< MenuGetMenubar () const
 
void SetMenubar (std::shared_ptr< Menu > menubar)
 
void AddWindow (std::shared_ptr< Window > window)
 Must be called on the same thread that calls Run() More...
 
void RemoveWindow (Window *window)
 Must be called on the same thread that calls Run() More...
 
void ShowMessageBox (const char *title, const char *message)
 
const char * GetResourcePath () const
 
const ThemeGetTheme () const
 
double Now () const
 
void OnMenuItemSelected (Menu::ItemId itemId)
 Delivers the itemId to the active window. Used internally. More...
 
void OnTerminate ()
 
bool RunOneTick (EnvUnlocker &unlocker, bool cleanup_if_no_windows=true)
 
std::shared_ptr< geometry::ImageRenderToImage (EnvUnlocker &unlocker, rendering::View *view, rendering::Scene *scene, int width, int height)
 

Static Public Member Functions

static ApplicationGetInstance ()
 

Constructor & Destructor Documentation

◆ ~Application()

open3d::visualization::gui::Application::~Application ( )
virtual

Member Function Documentation

◆ AddWindow()

void open3d::visualization::gui::Application::AddWindow ( std::shared_ptr< Window window)

Must be called on the same thread that calls Run()

◆ GetInstance()

Application & open3d::visualization::gui::Application::GetInstance ( )
static

◆ GetMenubar()

std::shared_ptr< Menu > open3d::visualization::gui::Application::GetMenubar ( ) const

◆ GetResourcePath()

const char * open3d::visualization::gui::Application::GetResourcePath ( ) const

◆ GetTheme()

const Theme & open3d::visualization::gui::Application::GetTheme ( ) const

This is primarily intended for use by the Window class. Any size-related fields (for example, fontSize) should be accessed through Window::GetTheme() as they are updated to reflect the pixel scaling on the monitor where the Window is displayed.

◆ Initialize() [1/3]

void open3d::visualization::gui::Application::Initialize ( )

Initializes the application, and in particular, finds the path for the resources. If you can provide the argc/argv arguments it is more reliable.

◆ Initialize() [2/3]

void open3d::visualization::gui::Application::Initialize ( int  argc,
const char *  argv[] 
)

Initializes the application, and in particular, finds the path for the resources. If you can provide the argc/argv arguments it is more reliable.

◆ Initialize() [3/3]

void open3d::visualization::gui::Application::Initialize ( const char *  resource_path)

Initializes the application, with a specific path to the resources.

◆ Now()

double open3d::visualization::gui::Application::Now ( ) const

Returns high-resolution counter value (in seconds). Not valid until Initialize() is called.

◆ OnMenuItemSelected()

void open3d::visualization::gui::Application::OnMenuItemSelected ( Menu::ItemId  itemId)

Delivers the itemId to the active window. Used internally.

◆ OnTerminate()

void open3d::visualization::gui::Application::OnTerminate ( )

Cleanup everything right now. An example of usage is Cocoa's -applicationWillTermiate: AppDelegate message. Using Quit would result in a crash (and an unsightly message from macOS) due to destructing the windows at the wrong time.

◆ PostToMainThread()

void open3d::visualization::gui::Application::PostToMainThread ( Window window,
std::function< void()>  f 
)

Runs

Parameters
fon the main thread at some point in the near future. Proper context will be setup for
window.f will block the UI, so it should run quickly. If you need to do something slow (e.g. load a file) consider using RunInThread() and have the function pass off UI calls to PostToMainThread().

◆ Quit()

void open3d::visualization::gui::Application::Quit ( )

Closes all the windows, which exits as a result.

◆ RemoveWindow()

void open3d::visualization::gui::Application::RemoveWindow ( Window window)

Must be called on the same thread that calls Run()

◆ RenderToImage()

std::shared_ptr< geometry::Image > open3d::visualization::gui::Application::RenderToImage ( EnvUnlocker unlocker,
rendering::View view,
rendering::Scene scene,
int  width,
int  height 
)

Returns the scene rendered to an image. This MUST NOT be called while in Run(). It is intended for use when no windows are shown. If you need to render from a GUI, use Scene::RenderToImage().

◆ Run()

void open3d::visualization::gui::Application::Run ( )

Does not return until the UI is completely finished.

◆ RunInThread()

void open3d::visualization::gui::Application::RunInThread ( std::function< void()>  f)

Runs

Parameters
fin a separate thread. Do NOT call UI functions in f; if you have a long running function that needs to call UI functions (e.g. updating a progress bar), have your function call PostToMainThread() with code that will do the UI (note: your function may finish before the code given to PostToMainThread will run, so if using lambdas, capture by copy and make sure whatever you use will still be alive).

◆ RunOneTick()

bool open3d::visualization::gui::Application::RunOneTick ( EnvUnlocker unlocker,
bool  cleanup_if_no_windows = true 
)

For internal use. EnvUnlocker allows an external environment to provide a way to unlock the environment while we wait for the next event. This is useful to release the Python GIL, for example.

◆ SetMenubar()

void open3d::visualization::gui::Application::SetMenubar ( std::shared_ptr< Menu menubar)

◆ ShowMessageBox()

void open3d::visualization::gui::Application::ShowMessageBox ( const char *  title,
const char *  message 
)

Creates a message box window the next time the event loop processes. This message box will be a separate window and not associated with any of the other windows shown with AddWindow(). THIS FUNCTION SHOULD BE USED ONLY AS A LAST RESORT! If you have a window, you should use Window::ShowMessageBox() so that the message box will be modal to that window. If you do not have a window it is better to use ShowNativeAlert(). If the platform does not have an alert (like Linux), then this can be used as a last resort.


The documentation for this class was generated from the following files: