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213 lines
5.4 KiB
C++

/****************************************************************************
GLUI User Interface Toolkit
---------------------------
glui_mouse_iaction - GLUI Mouse Interaction control class
--------------------------------------------------
Copyright (c) 1998 Paul Rademacher
This program is freely distributable without licensing fees and is
provided without guarantee or warrantee expressed or implied. This
program is -not- in the public domain.
*****************************************************************************/
#include "glui.h"
#include "stdinc.h"
/********************** GLUI_Mouse_Interaction::mouse_down_handler() ******/
int GLUI_Mouse_Interaction::mouse_down_handler( int local_x, int local_y )
{
/* int win_h = glutGet( GLUT_WINDOW_HEIGHT ); */
/* iaction_mouse_down_handler( local_x, local_y ); */
iaction_mouse_down_handler( local_x-x_abs, local_y-y_abs );
/*local_x-x_abs, ((glui->h-local_y)-y_abs) ); */
return false;
}
/**************************** GLUI_Mouse_Interaction::mouse_up_handler() */
int GLUI_Mouse_Interaction::mouse_up_handler( int local_x, int local_y, int inside )
{
iaction_mouse_up_handler( local_x-x_abs, local_y-y_abs, inside );
return false;
}
/****************************** GLUI_Mouse_Interaction::mouse_held_down_handler() ******/
int GLUI_Mouse_Interaction::mouse_held_down_handler( int local_x, int local_y,
int inside)
{
iaction_mouse_held_down_handler( local_x-x_abs, local_y-y_abs , inside );
draw_active_area();
/** Tell the main graphics window to update iteself **/
if( glui )
glui->post_update_main_gfx();
execute_callback();
return false;
}
/****************************** GLUI_Mouse_Interaction::draw() **********/
void GLUI_Mouse_Interaction::draw( int x, int y )
{
int orig;
int text_width = string_width( this->name );
int x_left = this->w/2 - text_width/2;
if ( NOT glui )
return;
if ( NOT draw_active_area_only ) {
orig = set_to_glut_window();
draw_name( x_left, h-4 );
restore_window(orig);
draw_active_box( x_left-4, x_left+string_width( name.string )+4,
h, h-14 );
}
draw_active_area();
}
/************************************ GLUI_Mouse_Interaction::update_size() **********/
void GLUI_Mouse_Interaction::update_size( void )
{
if ( NOT glui )
return;
int text_width = string_width( this->name );
if ( w < text_width+6 )
w = text_width+6;
if ( h - 18 > w )
w = h - 18;
iaction_init();
}
/****************************** GLUI_Mouse_Interaction::special_handler() **********/
int GLUI_Mouse_Interaction::special_handler( int key,int modifiers )
{
int center_x, center_y;
int drag_x, drag_y;
center_x = w/2;
center_y = (h-18)/2;
drag_x = 0;
drag_y = 0;
if ( key == GLUT_KEY_LEFT )
drag_x = -6;
else if ( key == GLUT_KEY_RIGHT )
drag_x = 6;
else if ( key == GLUT_KEY_UP )
drag_y = -6;
else if ( key == GLUT_KEY_DOWN )
drag_y = 6;
if ( drag_x != 0 OR drag_y != 0 ) {
mouse_down_handler( center_x, center_y );
mouse_held_down_handler( center_x + drag_x, center_y + drag_y,true );
mouse_up_handler( center_x + drag_x, center_y + drag_y, true );
}
return false;
}
/****************************** GLUI_Mouse_Interaction::draw_active_area() **********/
void GLUI_Mouse_Interaction::draw_active_area( void )
{
int orig;
int win_h = glutGet( GLUT_WINDOW_HEIGHT ), win_w = glutGet(GLUT_WINDOW_WIDTH);
if ( NOT glui )
return;
/*putchar( 'X' ); flushout; */
orig = set_to_glut_window();
int text_height = 18; /* what a kludge */
int viewport_size = h-text_height; /*MIN(w,h); */
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glTranslatef( (float) win_w/2.0, (float) win_h/2.0, 0.0 );
glRotatef( 180.0, 0.0, 1.0, 0.0 );
glRotatef( 180.0, 0.0, 0.0, 1.0 );
glTranslatef( (float) -win_w/2.0, (float) -win_h/2.0, 0.0 );
glTranslatef( (float) this->x_abs + .5, (float) this->y_abs + .5, 0.0 );
glTranslatef( (float)this->w/2.0, (float)viewport_size/2.0 + 2.0 , 0.0 );
/*** Draw the interaction control's orthographic elements ***/
iaction_draw_active_area_ortho();
/*** Setup and draw the interaction control's perspective elements ***/
/*** Set the viewport to just the square of the drawing area ***/
/* glViewport( this->x_abs , glui->main_panel->h - this->y_abs - this->h,*/
/*glViewport( this->x_abs+1+(this->w/2-viewport_size/2),
this->h-this->y_abs-viewport_size-1,
viewport_size, viewport_size );*/
viewport_size -= 4;
int offset = 0;
if ( ((this->w-viewport_size) % 2) == 1 )
offset = 1;
glViewport( this->x_abs + (this->w-viewport_size)/2 + offset,
win_h - this->y_abs - this->h + text_height,
viewport_size, viewport_size );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -1.0*.08, 1.0*.08, -.08, .08, .1, 8.0 );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glTranslatef( 0.0, 0.0, -3.2f );
/* glutSolidTeapot( 1.0 ); */
iaction_draw_active_area_persp();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glui->set_viewport();
glui->set_ortho_projection();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
restore_window(orig);
}