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/****************************************************************************
GLUI User Interface Toolkit
---------------------------
glui_add_controls.cpp - Routines for adding controls to a GLUI window
--------------------------------------------------
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:: add_checkbox() ************/
GLUI_Checkbox *GLUI:: add_checkbox( char *name, int *value_ptr,
int id, GLUI_Update_CB callback )
{
return add_checkbox_to_panel( main_panel,
name, value_ptr, id, callback );
}
/*********************************** GLUI:: add_checkbox_to_panel() **********/
GLUI_Checkbox *GLUI::add_checkbox_to_panel( GLUI_Panel *panel,
char *name, int *value_ptr,
int id,
GLUI_Update_CB callback )
{
GLUI_Checkbox *control;
control = new GLUI_Checkbox;
if ( control ) {
control->set_ptr_val( value_ptr );
control->user_id = id;
control->set_name( name );
control->callback = callback;
add_control( panel, control );
control->init_live();
return control;
}
else {
return NULL;
}
}
/************************************ GLUI_Main::add_control() **************/
int GLUI_Main::add_control( GLUI_Node *parent, GLUI_Control *control )
{
GLUI_Control *parent_control;
/*** Collapsible nodes have to be handled differently, b/c the first and
last children are swapped in and out ***/
parent_control = ((GLUI_Control*)parent);
if ( parent_control->collapsible == true ) {
if ( NOT parent_control->is_open ) {
/** Swap in the original first and last children **/
parent_control->child_head = parent_control->collapsed_node.child_head;
parent_control->child_tail = parent_control->collapsed_node.child_tail;
/*** Link this control ***/
control->link_this_to_parent_last( parent );
/** Swap the children back out ***/
parent_control->collapsed_node.child_head = parent_control->child_head;
parent_control->collapsed_node.child_tail = parent_control->child_tail;
parent_control->child_head = NULL;
parent_control->child_tail = NULL;
}
else {
control->link_this_to_parent_last( parent );
}
}
else {
control->link_this_to_parent_last( parent );
}
control->glui = (GLUI*) this;
control->update_size();
control->enabled = ((GLUI_Control*) parent)->enabled;
control->glui->refresh();
/** Now set the 'hidden' var based on the parent **/
if ( parent_control->hidden OR
(parent_control->collapsible AND NOT parent_control->is_open ) )
{
control->hidden = true;
}
return true;
}
/********************************************* GLUI::add_panel() *************/
GLUI_Panel *GLUI::add_panel( char *name, int type )
{
return add_panel_to_panel( main_panel, name, type );
}
/**************************************** GLUI::add_panel_to_panel() *********/
GLUI_Panel *GLUI::add_panel_to_panel( GLUI_Panel *parent_panel,
char *name, int type )
{
GLUI_Panel *panel;
panel = new GLUI_Panel;
if ( panel ) {
panel->set_name( name );
panel->user_id = -1;
panel->int_val = type;
add_control( parent_panel, panel );
return panel;
}
else {
return NULL;
}
}
/***************************** GLUI::add_radiogroup() ***************/
GLUI_RadioGroup *GLUI::add_radiogroup( int *value_ptr,
int user_id, GLUI_Update_CB callback)
{
return add_radiogroup_to_panel( main_panel, value_ptr,
user_id, callback );
}
/***************************** GLUI::add_radiogroup_to_panel() ***************/
GLUI_RadioGroup *GLUI::add_radiogroup_to_panel( GLUI_Panel *panel,
int *value_ptr,
int user_id, GLUI_Update_CB callback)
{
GLUI_RadioGroup *control;
GLUI_String buf;
control = new GLUI_RadioGroup;
if ( control ) {
control->set_ptr_val( value_ptr );
if ( value_ptr ) {
control->int_val = *value_ptr; /** Can't call set_int_val(), b/c that
function will try to call the
callback, etc */
/** Actually, maybe not **/
control->last_live_int = *value_ptr;
}
control->user_id = user_id;
sprintf( buf, "RadioGroup: %p", control );
control->set_name( buf );
control->callback = callback;
add_control( panel, control );
control->init_live();
return control;
}
else {
return NULL;
}
}
/***************************** GLUI::add_radiobutton_to_group() *************/
GLUI_RadioButton *GLUI::add_radiobutton_to_group( GLUI_RadioGroup *group,
char *name )
{
GLUI_RadioButton *control;
if ( group->type != GLUI_CONTROL_RADIOGROUP ) {
/*fprintf( stderr, "ERROR: Trying to add radiobutton to non-radiogroup\n" ); */
/*fflush( stderr ); */
return NULL;
}
control = new GLUI_RadioButton;
if ( control ) {
control->set_int_val( 0 );
/*int_val = 0; */
/** A radio button's user id is always its ordinal number (zero-indexed)
within the group */
control->user_id = group->num_buttons;
group->num_buttons++; /* Increments radiogroup's button count */
control->set_name( name );
control->group = group;
add_control( group, control );
/*** Now update button states ***/
group->set_int_val( group->int_val ); /* This tells the group to
reset itself to its
current value, thereby
updating all its buttons */
return control;
}
else {
return NULL;
}
}
/********************************** GLUI::add_statictext() ************/
GLUI_StaticText *GLUI::add_statictext( char *name )
{
return add_statictext_to_panel( main_panel, name );
}
/******************************* GLUI::add_statictext_to_panel() **********/
GLUI_StaticText *GLUI::
add_statictext_to_panel( GLUI_Panel *panel, char *name )
{
GLUI_StaticText *control;
control = new GLUI_StaticText;
if ( control ) {
control->set_name( name );
add_control( panel, control );
return control;
}
else {
return NULL;
}
}
/***************************************** GLUI:: add_button() ************/
GLUI_Button *GLUI:: add_button( char *name,
int id, GLUI_Update_CB callback )
{
return add_button_to_panel( main_panel,
name, id, callback );
}
/*********************************** GLUI:: add_button_to_panel() **********/
GLUI_Button *GLUI::add_button_to_panel( GLUI_Panel *panel,
char *name,
int id,
GLUI_Update_CB callback )
{
GLUI_Button *control;
control = new GLUI_Button;
if ( control ) {
/* control->set_ptr_val( value_ptr );
if ( value_ptr ) {
control->set_int_val( *value_ptr );
}*/
control->user_id = id;
control->callback = callback;
control->set_name( name );
add_control( panel, control );
return control;
}
else {
return NULL;
}
}
/********************************** GLUI::add_separator() ************/
void GLUI::add_separator( void )
{
add_separator_to_panel( main_panel );
}
/******************************* GLUI::add_separator_to_panel() **********/
void GLUI::add_separator_to_panel( GLUI_Panel *panel )
{
GLUI_Separator *control = new GLUI_Separator;
if ( control ) {
add_control( panel, control );
}
}
/********************************** GLUI::add_edittext() ************/
GLUI_EditText *GLUI::add_edittext( char *name,
int data_type, void *data,
int id, GLUI_Update_CB callback)
{
return add_edittext_to_panel( main_panel, name, data_type, data,
id, callback );
}
/******************************* GLUI::add_edittext_to_panel() **********/
GLUI_EditText *GLUI::
add_edittext_to_panel( GLUI_Panel *panel, char *name,
int data_type, void *data,
int id, GLUI_Update_CB callback)
{
GLUI_EditText *control;
control = new GLUI_EditText;
if ( control ) {
control->set_name( name );
control->data_type = data_type;
control->ptr_val = data;
control->user_id = id;
control->callback = callback;
if ( data_type == GLUI_EDITTEXT_TEXT ) {
control->live_type = GLUI_LIVE_TEXT;
}
else if ( data_type == GLUI_EDITTEXT_INT ) {
control->live_type = GLUI_LIVE_INT;
if ( data == NULL )
control->set_int_val(control->int_val); /** Set to some default, in case of no live var **/
}
else if ( data_type == GLUI_EDITTEXT_FLOAT ) {
control->live_type = GLUI_LIVE_FLOAT;
control->num_periods = 1;
if ( data == NULL )
control->set_float_val(control->float_val); /** Set to some default, in case of no live var **/
}
else {
return NULL; /* Did not pass in a valid data type */
}
add_control( panel, control );
control->init_live();
return control;
}
else {
return NULL;
}
}
/********************************** GLUI::add_spinner() ************/
GLUI_Spinner *GLUI::add_spinner( char *name,
int data_type, void *data,
int id, GLUI_Update_CB callback)
{
return add_spinner_to_panel( main_panel, name, data_type, data,
id, callback );
}
/******************************* GLUI::add_spinner_to_panel() **********/
GLUI_Spinner *GLUI::
add_spinner_to_panel( GLUI_Panel *panel, char *name,
int data_type, void *data,
int id, GLUI_Update_CB callback)
{
GLUI_Spinner *control;
int text_type;
control = new GLUI_Spinner;
if ( NOT strcmp( name, "Spinner Test" ))
id=id;
if ( control ) {
if ( data_type == GLUI_SPINNER_INT ) {
text_type = GLUI_EDITTEXT_INT;
/* control->live_type = GLUI_LIVE_INT; */
}
else if ( data_type == GLUI_SPINNER_FLOAT ) {
text_type = GLUI_EDITTEXT_FLOAT;
/* control->live_type = GLUI_LIVE_FLOAT; */
}
else {
return NULL; /* Did not pass in a valid data type */
}
GLUI_EditText *edittext =
add_edittext_to_panel( (GLUI_Panel*) control, name, text_type, data,
id, callback );
if ( edittext ) {
control->set_name( name );
control->edittext = edittext; /* Link the edittext to the spinner */
/* control->ptr_val = data; */
control->user_id = id;
control->data_type = data_type;
control->callback = callback;
edittext->spinner = control; /* Link the spinner to the edittext */
add_control( panel, control );
return control;
}
else {
return NULL;
}
}
else {
return NULL;
}
}
/********************************** GLUI::add_column() ************/
void GLUI::add_column( int draw_bar )
{
add_column_to_panel( main_panel, draw_bar );
}
/******************************* GLUI::add_column_to_panel() **********/
void GLUI::add_column_to_panel( GLUI_Panel *panel, int draw_bar )
{
GLUI_Column *control = new GLUI_Column;
if ( control ) {
control->int_val = draw_bar; /* Whether to draw vertical bar or not */
add_control( panel, control );
}
else {
}
}
/*********************************** GLUI:: add_listbox() ************/
GLUI_Listbox *GLUI:: add_listbox( char *name, int *value_ptr,
int id, GLUI_Update_CB callback )
{
return add_listbox_to_panel( main_panel,
name, value_ptr, id, callback );
}
/*********************************** GLUI:: add_listbox_to_panel() **********/
GLUI_Listbox *GLUI::add_listbox_to_panel( GLUI_Panel *panel,
char *name, int *value_ptr,
int id,
GLUI_Update_CB callback )
{
GLUI_Listbox *control;
control = new GLUI_Listbox;
if ( control ) {
control->set_ptr_val( value_ptr );
control->user_id = id;
control->set_name( name );
control->callback = callback;
add_control( panel, control );
control->init_live();
return control;
}
else {
return NULL;
}
}
/*********************************** GLUI:: add_rotation() ************/
GLUI_Rotation *GLUI:: add_rotation( char *name, float *value_ptr,
int id, GLUI_Update_CB callback )
{
return add_rotation_to_panel( main_panel,
name, value_ptr, id, callback );
}
/*********************************** GLUI:: add_rotation_to_panel() **********/
GLUI_Rotation *GLUI::add_rotation_to_panel( GLUI_Panel *panel,
char *name, float *value_ptr,
int id,
GLUI_Update_CB callback )
{
GLUI_Rotation *control;
control = new GLUI_Rotation;
if ( control ) {
control->set_ptr_val( value_ptr );
control->user_id = id;
control->set_name( name );
control->callback = callback;
add_control( panel, control );
control->init_live();
/*** Init the live 4x4 matrix. This is different than the standard
live variable behavior, since the original value of the 4x4 matrix
is ignored and reset to Identity ***/
if ( value_ptr != NULL ) {
int i, j, index;
for( i=0; i<4; i++ ) {
for( j=0; j<4; j++ ) {
index = i*4+j;
if ( i==j )
value_ptr[index] = 1.0;
else
value_ptr[index] = 0.0;
}
}
}
/*init_ball(); */
return control;
}
else {
return NULL;
}
}
/*********************************** GLUI:: add_translation() ************/
GLUI_Translation
*GLUI:: add_translation( char *name, int trans_type,
float *value_ptr, int id, GLUI_Update_CB callback )
{
return add_translation_to_panel( main_panel,name,trans_type,
value_ptr, id, callback );
}
/*********************************** GLUI:: add_translation_to_panel() **********/
GLUI_Translation
*GLUI::add_translation_to_panel(
GLUI_Panel *panel, char *name,
int trans_type, float *value_ptr,
int id, GLUI_Update_CB callback )
{
GLUI_Translation *control;
control = new GLUI_Translation;
if ( control ) {
control->set_ptr_val( value_ptr );
control->user_id = id;
control->set_name( name );
control->callback = callback;
add_control( panel, control );
control->init_live();
control->trans_type = trans_type;
if ( trans_type == GLUI_TRANSLATION_XY ) {
control->float_array_size = 2;
}
else if ( trans_type == GLUI_TRANSLATION_X ) {
control->float_array_size = 1;
}
else if ( trans_type == GLUI_TRANSLATION_Y ) {
control->float_array_size = 1;
}
else if ( trans_type == GLUI_TRANSLATION_Z ) {
control->float_array_size = 1;
}
return control;
}
else {
return NULL;
}
}
/********************************** GLUI::add_rollout() **************/
GLUI_Rollout *GLUI::add_rollout( char *name, int open )
{
return add_rollout_to_panel( main_panel, name, open );
}
/****************************** GLUI::add_rollout_to_panel() *********/
GLUI_Rollout *GLUI::add_rollout_to_panel(GLUI_Panel *panel,char *name,int open)
{
GLUI_Rollout *rollout;
rollout = new GLUI_Rollout;
if ( rollout ) {
rollout->set_name( name );
rollout->user_id = -1;
rollout->int_val = GLUI_PANEL_EMBOSSED;
if ( NOT open ) {
rollout->is_open = false;
rollout->h = GLUI_DEFAULT_CONTROL_HEIGHT + 7;
}
add_control( panel, rollout );
return rollout;
}
else {
return NULL;
}
}