text: /* This file is part of the Pangolin Project.
   * http://github.com/stevenlovegrove/Pangolin
   *
   * Copyright (c) 2011 Steven Lovegrove
   *
   * Permission is hereby granted, free of charge, to any person
   * obtaining a copy of this software and associated documentation
   * files (the "Software"), to deal in the Software without
   * restriction, including without limitation the rights to use,
   * copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the
   * Software is furnished to do so, subject to the following
   * conditions:
   *
   * The above copyright notice and this permission notice shall be
   * included in all copies or substantial portions of the Software.
   *
   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
   * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
   * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
   * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
   * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
   * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
   * OTHER DEALINGS IN THE SOFTWARE.
   */
  
  #pragma once
  
  #include <pangolin/gl/glinclude.h>
  #include <pangolin/display/opengl_render_state.h>
  
  namespace pangolin
  {
  
  /// Encapsulates OpenGl Viewport.
  struct PANGOLIN_EXPORT Viewport
  {
      Viewport() : l(0),b(0),w(0),h(0) {}
      Viewport(GLint l,GLint b,GLint w,GLint h) : l(l),b(b),w(w),h(h) {}
      
      void Activate() const;
      void ActivateIdentity() const;
      void ActivatePixelOrthographic() const;
  
      void Scissor() const;
      void ActivateAndScissor() const;
  
      bool Contains(int x, int y) const;
      
      Viewport Inset(int i) const;
      Viewport Inset(int horiz, int vert) const;
      Viewport Intersect(const Viewport& vp) const;
  
      void GetCamCoordinates(const OpenGlRenderState& cam_state, double winx, double winy, double winzdepth, GLdouble& x, GLdouble& y, GLdouble& z) const;
      
      static void DisableScissor();
      
      GLint r() const { return l+w;}
      GLint t() const { return b+h;}
      GLfloat aspect() const { return (GLfloat)w / (GLfloat)h; }
      GLint l,b,w,h;
  };
  
  }
  