glui_translation.cpp
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上传日期:2022-01-07
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- /****************************************************************************
-
- GLUI User Interface Toolkit
- ---------------------------
- glui_translation - GLUI_Translation control class
- --------------------------------------------------
- Copyright (c) 1998 Paul Rademacher
- WWW: http://sourceforge.net/projects/glui/
- Forums: http://sourceforge.net/forum/?group_id=92496
- This library is free software; you can redistribute it and/or
- modify it under the terms of the GNU Lesser General Public
- License as published by the Free Software Foundation; either
- version 2.1 of the License, or (at your option) any later version.
- This library is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public
- License along with this library; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- *****************************************************************************/
- #include "GL/glui.h"
- #include "glui_internal.h"
- #include "algebra3.h"
- /********************** GLUI_Translation::GLUI_Translation() ***/
- GLUI_Translation::GLUI_Translation(
- GLUI_Node *parent, const char *name,
- int trans_t, float *value_ptr,
- int id, GLUI_CB cb )
- {
- common_init();
- set_ptr_val( value_ptr );
- user_id = id;
- set_name( name );
- callback = cb;
- parent->add_control( this );
- //init_live();
- trans_type = trans_t;
- if ( trans_type == GLUI_TRANSLATION_XY ) {
- float_array_size = 2;
- }
- else if ( trans_type == GLUI_TRANSLATION_X ) {
- float_array_size = 1;
- }
- else if ( trans_type == GLUI_TRANSLATION_Y ) {
- float_array_size = 1;
- }
- else if ( trans_type == GLUI_TRANSLATION_Z ) {
- float_array_size = 1;
- }
- init_live();
- }
- /********************** 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;
- redraw();
- return false;
- }
- /*********************** GLUI_Translation::iaction_mouse_up_handler() **********/
- int GLUI_Translation::iaction_mouse_up_handler( int local_x, int local_y,
- bool inside )
- {
- trans_mouse_code = GLUI_TRANSLATION_MOUSE_NONE;
- locked = GLUI_TRANSLATION_LOCK_NONE;
- redraw();
- return false;
- }
- /******************* GLUI_Translation::iaction_mouse_held_down_handler() ******/
- int GLUI_Translation::iaction_mouse_held_down_handler( int local_x, int local_y,
- bool 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 )
- {
- }
- /******************** GLUI_Translation::iaction_draw_active_area_ortho() **********/
- void GLUI_Translation::iaction_draw_active_area_ortho( void )
- {
- /********* 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();
- }
- }