518 lines
15 KiB
Text
518 lines
15 KiB
Text
/****************************************************************************
|
|
|
|
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();
|
|
}
|
|
}
|