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/****************************************************************************
GLUI User Interface Toolkit
---------------------------
glui_translation - GLUI_Translation 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"
#include "algebra3.h"
/********************** GLUI_Translation::iaction_mouse_down_handler() ***/
/* These are really in local coords (5/10/99) */
int GLUI_Translation::iaction_mouse_down_handler( int local_x,
int local_y )
{
int center_x, center_y;
down_x = local_x;
down_y = local_y;
if ( trans_type == GLUI_TRANSLATION_XY ) {
orig_x = float_array_val[0];
orig_y = float_array_val[1];
/** Check if the Alt key is down, which means lock to an axis **/
center_x = w/2;
center_y = (h-18)/2;
if ( glui->curr_modifiers & GLUT_ACTIVE_ALT ) {
if ( ABS(local_y-center_y) > ABS(local_x-center_x) ) {
locked = GLUI_TRANSLATION_LOCK_Y;
glutSetCursor( GLUT_CURSOR_UP_DOWN );
}
else {
locked = GLUI_TRANSLATION_LOCK_X;
glutSetCursor( GLUT_CURSOR_LEFT_RIGHT );
}
}
else {
locked = GLUI_TRANSLATION_LOCK_NONE;
glutSetCursor( GLUT_CURSOR_SPRAY );
}
}
else if ( trans_type == GLUI_TRANSLATION_X ) {
glutSetCursor( GLUT_CURSOR_LEFT_RIGHT );
orig_x = float_array_val[0];
}
else if ( trans_type == GLUI_TRANSLATION_Y ) {
glutSetCursor( GLUT_CURSOR_UP_DOWN );
orig_y = float_array_val[0];
}
else if ( trans_type == GLUI_TRANSLATION_Z ) {
glutSetCursor( GLUT_CURSOR_UP_DOWN );
orig_z = float_array_val[0];
}
trans_mouse_code = 1;
translate_and_draw_front();
return false;
}
/*********************** GLUI_Translation::iaction_mouse_up_handler() **********/
int GLUI_Translation::iaction_mouse_up_handler( int local_x, int local_y,
int inside )
{
trans_mouse_code = GLUI_TRANSLATION_MOUSE_NONE;
locked = GLUI_TRANSLATION_LOCK_NONE;
translate_and_draw_front();
return false;
}
/******************* GLUI_Translation::iaction_mouse_held_down_handler() ******/
int GLUI_Translation::iaction_mouse_held_down_handler( int local_x, int local_y,
int inside)
{
float x_off, y_off;
float off_array[2];
x_off = scale_factor * (float)(local_x - down_x);
y_off = -scale_factor * (float)(local_y - down_y);
if ( glui->curr_modifiers & GLUT_ACTIVE_SHIFT ) {
x_off *= 100.0f;
y_off *= 100.0f;
}
else if ( glui->curr_modifiers & GLUT_ACTIVE_CTRL ) {
x_off *= .01f;
y_off *= .01f;
}
if ( trans_type == GLUI_TRANSLATION_XY ) {
if ( locked == GLUI_TRANSLATION_LOCK_X )
y_off = 0.0;
else if ( locked == GLUI_TRANSLATION_LOCK_Y )
x_off = 0.0;
off_array[0] = x_off + orig_x;
off_array[1] = y_off + orig_y;
}
else if ( trans_type == GLUI_TRANSLATION_X ) {
off_array[0] = x_off + orig_x;
}
else if ( trans_type == GLUI_TRANSLATION_Y ) {
off_array[0] = y_off + orig_y;
}
else if ( trans_type == GLUI_TRANSLATION_Z ) {
off_array[0] = y_off + orig_z;
}
set_float_array_val( (float*) &off_array[0] );
return false;
}
/******************** GLUI_Translation::iaction_draw_active_area_persp() **************/
void GLUI_Translation::iaction_draw_active_area_persp( void )
{
if ( NOT can_draw() )
return;
}
/******************** GLUI_Translation::iaction_draw_active_area_ortho() **********/
void GLUI_Translation::iaction_draw_active_area_ortho( void )
{
if ( NOT can_draw() )
return;
/********* Draw emboss circles around arcball control *********/
float radius;
radius = (float)(h-22)/2.0; /* MIN((float)w/2.0, (float)h/2.0); */
glLineWidth( 1.0 );
draw_emboss_box( (int) -radius-2, (int)radius+2,
(int)-radius-2, (int)radius+2 );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glTranslatef( .5, .5, .5 );
/* glScalef( radius-1.0, radius-1.0, radius-1.0 ); */
if ( trans_type == GLUI_TRANSLATION_Z )
draw_2d_z_arrows((int)radius-1);
else if ( trans_type == GLUI_TRANSLATION_XY )
draw_2d_xy_arrows((int)radius-1);
else if ( trans_type == GLUI_TRANSLATION_X )
draw_2d_x_arrows((int)radius-1);
else if ( trans_type == GLUI_TRANSLATION_Y )
draw_2d_y_arrows((int)radius-1);
glPopMatrix();
}
/******************************** GLUI_Translation::iaction_dump() **********/
void GLUI_Translation::iaction_dump( FILE *output )
{
}
/******************** GLUI_Translation::iaction_special_handler() **********/
int GLUI_Translation::iaction_special_handler( int key,int modifiers )
{
return false;
}
/*************************** GLUI_Translation::draw_2d_z_arrows() **************/
void GLUI_Translation::draw_2d_z_arrows( int radius )
{
if ( trans_mouse_code != GLUI_TRANSLATION_MOUSE_NONE ) {
draw_2d_arrow(radius, true, 2);
draw_2d_arrow(radius, true, 0);
}
else {
draw_2d_arrow(radius, false, 2);
draw_2d_arrow(radius, false, 0);
}
}
/*************************** GLUI_Translation::draw_2d_x_arrows() **************/
void GLUI_Translation::draw_2d_x_arrows( int radius )
{
if ( trans_mouse_code != GLUI_TRANSLATION_MOUSE_NONE ) {
draw_2d_arrow(radius, true, 1);
draw_2d_arrow(radius, true, 3);
}
else {
draw_2d_arrow(radius, false, 1);
draw_2d_arrow(radius, false, 3);
}
}
/*************************** GLUI_Translation::draw_2d_y_arrows() **************/
void GLUI_Translation::draw_2d_y_arrows( int radius )
{
if ( trans_mouse_code != GLUI_TRANSLATION_MOUSE_NONE ) {
draw_2d_arrow(radius, true, 0);
draw_2d_arrow(radius, true, 2);
}
else {
draw_2d_arrow(radius, false, 0);
draw_2d_arrow(radius, false, 2);
}
}
/************************** GLUI_Translation::draw_2d_xy_arrows() **************/
void GLUI_Translation::draw_2d_xy_arrows( int radius)
{
if ( trans_mouse_code != GLUI_TRANSLATION_MOUSE_NONE ) {
if ( locked == GLUI_TRANSLATION_LOCK_X ) {
draw_2d_arrow(radius, false, 0);
draw_2d_arrow(radius, false, 2);
draw_2d_arrow(radius, true, 1);
draw_2d_arrow(radius, true, 3);
}
else if ( locked == GLUI_TRANSLATION_LOCK_Y ) {
draw_2d_arrow(radius, false, 1);
draw_2d_arrow(radius, false, 3);
draw_2d_arrow(radius, true, 0);
draw_2d_arrow(radius, true, 2);
}
else {
draw_2d_arrow(radius, true, 0);
draw_2d_arrow(radius, true, 1);
draw_2d_arrow(radius, true, 2);
draw_2d_arrow(radius, true, 3);
}
}
else {
draw_2d_arrow(radius, false, 0);
draw_2d_arrow(radius, false, 1);
draw_2d_arrow(radius, false, 2);
draw_2d_arrow(radius, false, 3);
}
return;
}
/*************************** GLUI_Translation::draw_2d_arrow() **************/
/* ori: 0=up, 1=left, 2=down, 3=right */
/* */
/* */
/* 0, y2 */
/* / \ */
/* / \ */
/* / \ */
/* / \ */
/* / \ */
/* / \ */
/* / \ */
/* / \ */
/* -x2,y1 -x1b,y1 x1b,y1 x2,y1 */
/* | | */
/* | | */
/* | | */
/* | | */
/* | | */
/* -x1a,y0 x1a,y0 */
/* */
void GLUI_Translation::draw_2d_arrow( int radius, int filled, int orientation )
{
float x1 = .2, x2 = .4, y1 = .54, y2 = .94, y0;
float x1a, x1b;
/*
vec3 col1( 0.0, 0.0, 0.0 ), col2( .45, .45, .45 ),
col3( .7, .7, .7 ), col4( 1.0, 1.0, 1.0 );
vec3 c1, c2, c3, c4, c5, c6;
*/
vec3 white(1.0,1.0,1.0), black(0.0,0.0,0.0), gray(.45,.45,.45),
bkgd(.7,.7,.7);
int c_off=0; /* color index offset */
if ( glui )
bkgd.set(glui->bkgd_color_f[0],
glui->bkgd_color_f[1],
glui->bkgd_color_f[2]);
/* bkgd[0] = 255.0; bkgd[1] = 0; */
/** The following 8 colors define the shading of an octagon, in
clockwise order, starting from the upstroke on the left **/
/** This is for an outside and inside octagons **/
vec3 colors_out[]={white, white, white, gray, black, black, black, gray};
vec3 colors_in[] ={bkgd,white,bkgd,gray,gray,gray,gray,gray};
#define SET_COL_OUT(i) glColor3fv((float*) &colors_out[(i)%8][0]);
#define SET_COL_IN(i) glColor3fv((float*) &colors_in[(i)%8][0]);
x1 = (float)radius * .2;
x2 = x1 * 2;
y1 = (float)radius * .54;
y2 = y1 + x2;
x1a = x1;
x1b = x1;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
#define DRAW_SEG( xa,ya,xb,yb ) glVertex2f(xa,ya); glVertex2f(xb,yb);
glScalef( -1.0, 1.0, 1.0 );
if ( orientation == 2 ) {
c_off = 4;
}
else if ( orientation == 0 ) {
c_off = 0;
glRotatef( 180.0, 0.0, 0.0, 1.0 );
}
else if ( orientation == 1 ) {
c_off = 2;
glRotatef( 90.0, 0.0, 0.0, 1.0 );
}
else if ( orientation == 3 ) {
c_off = 6;
glRotatef( -90.0, 0.0, 0.0, 1.0 );
}
if ( trans_type == GLUI_TRANSLATION_Z )
y0 = 0.0;
else if ( trans_type == GLUI_TRANSLATION_XY )
y0 = x1;
else
y0 = 0.0;
if ( trans_type == GLUI_TRANSLATION_Z ) {
if ( orientation == 0 ) {
y1 += 2.0;
y2 += 0.0;
x1b -= 2.0;
x2 -= 2.0;
x1a += 2.0;
}
else if ( orientation == 2 ) {
y1 -= 6.0;
x1a += 2.0;
x1b += 4.0;
x2 += 6.0;
}
}
/*** Fill in inside of arrow ***/
if ( NOT filled ) { /*** Means button is up - control is not clicked ***/
/*glColor3f( .8, .8, .8 ); */
set_to_bkgd_color();
glColor3f( bkgd[0]+.07, bkgd[1]+.07, bkgd[2]+.07 );
}
else { /*** Button is down on control ***/
glColor3f( .6, .6, .6 );
c_off += 4; /* Indents the shadows - goes from a raised look to embossed */
}
/*** Check if control is enabled or not ***/
if ( NOT enabled ) {
set_to_bkgd_color();
/*c_off += 4; -- Indents the shadows - goes from a raised look to embossed */
colors_out[0] = colors_out[1] = colors_out[2] = colors_out[7] = gray;
colors_out[3] = colors_out[4] = colors_out[5] = colors_out[6] = white;
colors_in[0] = colors_in[1] = colors_in[2] = colors_in[7] = white;
colors_in[3] = colors_in[4] = colors_in[5] = colors_in[6] = gray;
}
glBegin( GL_POLYGON );
glVertex2f( 0.0, 0.0 ); glVertex2f( -x1a, 0.0 );
glVertex2f( -x1a, 0.0 ); glVertex2f( -x1b, y1 );
glVertex2f( x1b, y1); glVertex2f( x1a, 0.0 );
glVertex2f( x1a, 0.0 ); glVertex2f( 0.0, 0.0 );
glEnd();
glBegin( GL_TRIANGLES );
glVertex2f( -x2, y1 ); glVertex2f( 0.0, y2 ); glVertex2f( x2, y1 );
glEnd();
glLineWidth( 1.0 );
/*** Draw arrow outline ***/
glBegin( GL_LINES );
SET_COL_IN(1+c_off); DRAW_SEG( 0.0, y2-1.0, -x2, y1-1.0 );
SET_COL_IN(6+c_off); DRAW_SEG( -x2+2.0, y1+1.0, -x1b+1.0, y1+1.0 );
SET_COL_IN(0+c_off); DRAW_SEG( -x1b+1.0, y1+1.0, -x1a+1.0, y0 );
SET_COL_IN(3+c_off); DRAW_SEG( 0.0, y2-1.0, x2, y1-1.0 );
SET_COL_IN(6+c_off); DRAW_SEG( x2-1.0, y1+1.0, x1b-1.0, y1+1.0 );
SET_COL_IN(4+c_off); DRAW_SEG( x1b-1.0, y1+1.0, x1a-1.0, y0 );
SET_COL_OUT(0+c_off); DRAW_SEG( -x1a, y0, -x1b, y1 );
SET_COL_OUT(6+c_off); DRAW_SEG( -x1b, y1, -x2, y1 );
SET_COL_OUT(1+c_off); DRAW_SEG( -x2, y1, 0.0, y2 );
SET_COL_OUT(3+c_off); DRAW_SEG( 0.0, y2, x2, y1 );
SET_COL_OUT(6+c_off); DRAW_SEG( x2, y1, x1b, y1 );
SET_COL_OUT(4+c_off); DRAW_SEG( x1b, y1, x1a, y0 );
glEnd();
#undef DRAW_SEG
glPopMatrix();
}
/*************************** GLUI_Translation::get_mouse_code() *************/
int GLUI_Translation::get_mouse_code( int x, int y )
{
if ( x == 0 AND y < 0 )
return GLUI_TRANSLATION_MOUSE_DOWN;
else if ( x == 0 AND y > 0 )
return GLUI_TRANSLATION_MOUSE_UP;
else if ( x > 0 AND y == 0 )
return GLUI_TRANSLATION_MOUSE_LEFT;
else if ( x < 0 AND y == 0 )
return GLUI_TRANSLATION_MOUSE_RIGHT;
else if ( x < 0 AND y < 0 )
return GLUI_TRANSLATION_MOUSE_DOWN_LEFT;
else if ( x < 0 AND y > 0 )
return GLUI_TRANSLATION_MOUSE_DOWN_RIGHT;
else if ( x > 0 AND y < 0 )
return GLUI_TRANSLATION_MOUSE_UP_LEFT;
else if ( x > 0 AND y > 0 )
return GLUI_TRANSLATION_MOUSE_UP_RIGHT;
return GLUI_TRANSLATION_MOUSE_NONE;
}
/*********************************** GLUI_Translation::set_x() ******/
void GLUI_Translation::set_x( float val )
{
set_one_val( val, 0 );
}
/*********************************** GLUI_Translation::set_y() ******/
void GLUI_Translation::set_y( float val )
{
if ( trans_type == GLUI_TRANSLATION_XY )
set_one_val( val, 1 );
else
set_one_val( val, 0 );
}
/*********************************** GLUI_Translation::set_z() ******/
void GLUI_Translation::set_z( float val )
{
set_one_val( val, 0 );
}
/******************************* GLUI_Translation::set_one_val() ****/
void GLUI_Translation::set_one_val( float val, int index )
{
float *fp;
float_array_val[index] = val; /* set value in array */
/*** The code below is like output_live, except it only operates on
a single member of the float array (given by 'index') instead of
outputting the entire array ****/
if ( ptr_val == NULL OR NOT live_inited )
return;
fp = (float*) ptr_val;
fp[index] = float_array_val[index];
last_live_float_array[index] = float_array_val[index];
/** Update the main gfx window? **/
if ( this->glui != NULL ) {
this->glui->post_update_main_gfx();
}
}