#include <Application.h>
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virtual | ~Application () |
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void | Initialize () |
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void | Initialize (int argc, const char *argv[]) |
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void | Initialize (const char *resource_path) |
| Initializes the application, with a specific path to the resources. More...
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FontId | AddFont (const FontDescription &fd) |
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void | SetFont (FontId id, const FontDescription &fd) |
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void | Run () |
| Does not return until the UI is completely finished. More...
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void | Quit () |
| Closes all the windows, which exits as a result. More...
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void | RunInThread (std::function< void()> f) |
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void | PostToMainThread (Window *window, std::function< void()> f) |
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std::shared_ptr< Menu > | GetMenubar () const |
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void | SetMenubar (std::shared_ptr< Menu > menubar) |
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void | AddWindow (std::shared_ptr< Window > window) |
| Must be called on the same thread that calls Run() More...
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void | RemoveWindow (Window *window) |
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void | ShowMessageBox (const char *title, const char *message) |
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WindowSystem & | GetWindowSystem () const |
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const char * | GetResourcePath () const |
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const Theme & | GetTheme () const |
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double | Now () const |
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void | OnMenuItemSelected (Menu::ItemId itemId) |
| Delivers the itemId to the active window. Used internally. More...
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void | OnTerminate () |
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bool | RunOneTick (EnvUnlocker &unlocker, bool cleanup_if_no_windows=true) |
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void | SetWindowSystem (std::shared_ptr< WindowSystem > ws) |
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bool | UsingNativeWindows () const |
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void | VerifyIsInitialized () |
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const std::vector< FontDescription > & | GetFontDescriptions () const |
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std::shared_ptr< geometry::Image > | RenderToImage (rendering::Renderer &renderer, rendering::View *view, rendering::Scene *scene, int width, int height) |
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std::shared_ptr< geometry::Image > | RenderToDepthImage (rendering::Renderer &renderer, rendering::View *view, rendering::Scene *scene, int width, int height, bool z_in_view_space=false) |
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◆ ~Application()
open3d::visualization::gui::Application::~Application |
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◆ AddFont()
Adds a font. Must be called after Initialize() and before a window is created.
◆ AddWindow()
void open3d::visualization::gui::Application::AddWindow |
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std::shared_ptr< Window > |
window | ) |
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Must be called on the same thread that calls Run()
◆ GetFontDescriptions()
const std::vector< FontDescription > & open3d::visualization::gui::Application::GetFontDescriptions |
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◆ GetInstance()
Application & open3d::visualization::gui::Application::GetInstance |
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◆ GetMenubar()
std::shared_ptr< Menu > open3d::visualization::gui::Application::GetMenubar |
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◆ GetResourcePath()
const char * open3d::visualization::gui::Application::GetResourcePath |
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◆ GetTheme()
const Theme & open3d::visualization::gui::Application::GetTheme |
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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.
◆ GetWindowSystem()
WindowSystem & open3d::visualization::gui::Application::GetWindowSystem |
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◆ Initialize() [1/3]
void open3d::visualization::gui::Application::Initialize |
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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 |
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const char * |
resource_path | ) |
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Initializes the application, with a specific path to the resources.
◆ Initialize() [3/3]
void open3d::visualization::gui::Application::Initialize |
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int |
argc, |
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const char * |
argv[] |
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Initializes the application, and in particular, finds the path for the resources. If you can provide the argc/argv arguments it is more reliable.
◆ Now()
double open3d::visualization::gui::Application::Now |
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Returns high-resolution counter value (in seconds). Not valid until Initialize() is called.
◆ OnMenuItemSelected()
void open3d::visualization::gui::Application::OnMenuItemSelected |
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Menu::ItemId |
itemId | ) |
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Delivers the itemId to the active window. Used internally.
◆ OnTerminate()
void open3d::visualization::gui::Application::OnTerminate |
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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 |
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Window * |
window, |
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std::function< void()> |
f |
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Runs f
on the main thread at some point in the near future. Proper context will be setup for window
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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 |
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Closes all the windows, which exits as a result.
◆ RemoveWindow()
void open3d::visualization::gui::Application::RemoveWindow |
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Window * |
window | ) |
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Must be called on the same thread that calls Run(). This is normally called from Window::Close() and should not need to be called in user code.
◆ RenderToDepthImage()
◆ RenderToImage()
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 |
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Does not return until the UI is completely finished.
◆ RunInThread()
void open3d::visualization::gui::Application::RunInThread |
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std::function< void()> |
f | ) |
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Runs
- Parameters
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f | in 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 |
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EnvUnlocker & |
unlocker, |
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bool |
cleanup_if_no_windows = true |
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For internal use. Returns true if the run loop has not finished, and false if the last window has closed or Quit() has been called. 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. Callers of of Open3D's GUI from languages such as scripting languages which do not expect the author to need to clean up after themselves may want to write their own Run() function that calls RunOneTick() with cleanup_if_no_windows=false and schedule a call to OnTerminate() with atexit().
◆ SetFont()
Replaces font. Must be called after Initialize() and before a window is created.
◆ SetMenubar()
void open3d::visualization::gui::Application::SetMenubar |
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std::shared_ptr< Menu > |
menubar | ) |
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◆ SetWindowSystem()
void open3d::visualization::gui::Application::SetWindowSystem |
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std::shared_ptr< WindowSystem > |
ws | ) |
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◆ ShowMessageBox()
void open3d::visualization::gui::Application::ShowMessageBox |
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const char * |
title, |
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const char * |
message |
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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.
◆ UsingNativeWindows()
bool open3d::visualization::gui::Application::UsingNativeWindows |
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Returns true if using the native OS window system, false otherwise. This is useful for choosing to display some features that are only useful with native windows. For instance, when embedded in a Jupyter notebook, a "Close Window" menu item is not necessary.
◆ VerifyIsInitialized()
void open3d::visualization::gui::Application::VerifyIsInitialized |
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Verifies that Initialize() has been called, printing out an error and exiting if not.
◆ DEFAULT_FONT_ID
constexpr FontId open3d::visualization::gui::Application::DEFAULT_FONT_ID = 0 |
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staticconstexpr |
Identifier for font used by default for all UI elements.
The documentation for this class was generated from the following files: