glui_control.cpp
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上传日期:2022-01-07
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- /****************************************************************************
-
- GLUI User Interface Toolkit
- ---------------------------
- glui_control.cpp - top-level GLUI_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 "glui_internal_control.h"
- int _glui_draw_border_only = 0;
- /*************************** Drawing Utility routines *********************/
- /* Redraw this control. */
- void GLUI_Control::redraw(void) {
- if (glui==NULL || hidden) return;
- if (glui->should_redraw_now(this))
- translate_and_draw_front();
- }
- /** Redraw everybody in our window. */
- void GLUI_Control::redraw_window(void) {
- if (glui==NULL || hidden) return;
- if ( glui->get_glut_window_id() == -1 ) return;
- int orig = set_to_glut_window();
- glutPostRedisplay();
- restore_window(orig);
- }
- /* GLUI_Control::translate_and_draw_front() ********/
- void GLUI_Control::translate_and_draw_front()
- {
- GLUI_DRAWINGSENTINAL_IDIOM
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- translate_to_origin();
- draw(0,0);
- glPopMatrix();
- }
- /********** GLUI_Control::set_to_bkgd_color() ********/
- void GLUI_Control::set_to_bkgd_color( void )
- {
- if ( NOT glui )
- return;
- glColor3ub( glui->bkgd_color.r, glui->bkgd_color.g, glui->bkgd_color.b );
- }
- /******** GLUI_Control::draw_box_inwards_outline() ********/
- void GLUI_Control::draw_box_inwards_outline( int x_min, int x_max, int y_min, int y_max )
- {
- glBegin( GL_LINES );
- glColor3f( .5, .5, .5 );
- glVertex2i( x_min, y_min ); glVertex2i( x_max, y_min );
- glVertex2i( x_min, y_min ); glVertex2i( x_min, y_max );
- glColor3f( 1., 1., 1. );
- glVertex2i( x_min, y_max ); glVertex2i( x_max, y_max );
- glVertex2i( x_max, y_max ); glVertex2i( x_max, y_min );
- if ( enabled )
- glColor3f( 0., 0., 0. );
- else
- glColor3f( .25, .25, .25 );
- glVertex2i( x_min+1, y_min+1 ); glVertex2i( x_max-1, y_min+1 );
- glVertex2i( x_min+1, y_min+1 ); glVertex2i( x_min+1, y_max-1 );
- glColor3f( .75, .75, .75 );
- glVertex2i( x_min+1, y_max-1 ); glVertex2i( x_max-1, y_max-1 );
- glVertex2i( x_max-1, y_max-1 ); glVertex2i( x_max-1, y_min+1 );
- glEnd();
- }
- /******* GLUI_Control::draw_box() **********/
- void GLUI_Control::draw_box( int x_min, int x_max, int y_min, int y_max, float r, float g, float b)
- {
- if ( r == 1.0 AND g == 1.0 AND b == 1.0 AND NOT enabled AND glui ) {
- draw_bkgd_box( x_min, x_max, y_min, y_max );
- return;
- }
- glColor3f( r, g, b );
- glBegin( GL_QUADS );
- glVertex2i( x_min, y_min ); glVertex2i( x_max, y_min );
- glVertex2i( x_max, y_max ); glVertex2i( x_min, y_max );
- glEnd();
- }
- /******* GLUI_Control::draw_bkgd_box() **********/
- void GLUI_Control::draw_bkgd_box( int x_min, int x_max, int y_min, int y_max )
- {
- set_to_bkgd_color();
- glBegin( GL_QUADS );
- glVertex2i( x_min, y_min ); glVertex2i( x_max, y_min );
- glVertex2i( x_max, y_max ); glVertex2i( x_min, y_max );
- glEnd();
- }
- /**** GLUI_Control::draw_active_area() ********/
- void GLUI_Control::draw_active_box( int x_min, int x_max, int y_min, int y_max )
- {
- GLUI_DRAWINGSENTINAL_IDIOM
- if ( active ) {
- glEnable( GL_LINE_STIPPLE );
- glLineStipple( 1, 0x5555 );
- glColor3f( 0., 0., 0. );
- } else {
- set_to_bkgd_color();
- }
- glBegin( GL_LINE_LOOP );
- glVertex2i(x_min, y_min); glVertex2i( x_max, y_min );
- glVertex2i(x_max, y_max); glVertex2i( x_min, y_max );
- glEnd();
-
- glDisable( GL_LINE_STIPPLE );
- }
- /**** GLUI_Control::draw_emboss_box() ********/
- void GLUI_Control::draw_emboss_box(int x_min,int x_max,int y_min,int y_max)
- {
- glLineWidth( 1.0 );
- glColor3f( 1.0, 1.0, 1.0 );
- glBegin( GL_LINE_LOOP );
- glVertex2i( x_min, y_min ); glVertex2i( x_max, y_min );
- glVertex2i( x_max, y_max ); glVertex2i( x_min, y_max );
- glEnd();
-
- glBegin( GL_LINE_LOOP );
- glVertex2i( x_min+1, y_min+1 ); glVertex2i( x_max-1, y_min+1 );
- glVertex2i( x_max-1, y_max-1 ); glVertex2i( x_min+1, y_max-1 );
- glEnd();
-
- glColor3f( .5, .5, .5 );
- glBegin( GL_LINE_LOOP );
- glVertex2i( x_min, y_min );
- glVertex2i( x_max-1, y_min );
- glVertex2i( x_max-1, y_max-1 );
- glVertex2i( x_min, y_max-1 );
- glEnd();
- }
- /******* GLUT_Control::draw_recursive() **********/
- void GLUI_Control::draw_recursive( int x, int y )
- {
- GLUI_Control *node;
- /* printf( "%s %dn", this->name.c_str(), this->hidden );*/
- if ( NOT can_draw() )
- return;
- /*if ( 1 ) { -- Debugging to check control width
- glColor3f( 1.0, 0.0, 0.0 );
- glBegin( GL_LINES );
- glVertex2i( x_abs, y_abs );00
- glVertex2i( x_abs+w, y_abs );
- glEnd();
- }*/
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- glTranslatef( (float) this->x_abs + .5,
- (float) this->y_abs + .5,
- 0.0 );
- if ( NOT _glui_draw_border_only ) {
- if ( NOT strcmp( name.c_str(), "Rollout" ) ) {
- }
- this->draw( this->x_off, this->y_off_top );
- }
- else
- {
- if ( dynamic_cast<GLUI_Column*>(this) ) {
- /* printf( "%s w/h: %d/%dn", (char*) name, w, h ); */
- /*w = 2; */
- }
- /* The following draws the area of each control */
- glColor3f( 1.0, 0.0, 0.0 );
- glBegin( GL_LINE_LOOP );
- glVertex2i( 0, 0 ); glVertex2i( w, 0 );
- glVertex2i( w, h ); glVertex2i( 0, h );
- glEnd();
- }
- glPopMatrix();
-
- node = (GLUI_Control*) first_child();
- while( node ) {
- node->draw_recursive( node->x_abs, node->y_abs );
- node = (GLUI_Control*) node->next();
- }
- }
- /****** GLUI_Control::set_to_glut_window() *********/
- /* Sets the current window to the glut window associated with this control */
- int GLUI_Control::set_to_glut_window()
- {
- int orig_window;
- if ( NOT glui)
- return 1;
- orig_window = glutGetWindow();
- glutSetWindow( glui->get_glut_window_id());
- return orig_window;
- }
- /********** GLUI_Control::restore_window() *********/
- void GLUI_Control::restore_window(int orig)
- {
- if ( orig > 0 )
- glutSetWindow( orig );
- }
- /****************************** Text ***************************/
- /*************** GLUI_Control::set_font() **********/
- void GLUI_Control::set_font(void *new_font)
- {
- font = new_font;
- redraw();
- }
- /********** GLUI_Control::draw_string() ************/
- void GLUI_Control::draw_string( const char *text )
- {
- _glutBitmapString( get_font(), text );
- }
- /**************** GLUI_Control::draw_char() ********/
- void GLUI_Control::draw_char(char c)
- {
- glutBitmapCharacter( get_font(), c );
- }
- /*********** GLUI_Control::string_width() **********/
- int GLUI_Control::string_width(const char *text)
- {
- return _glutBitmapWidthString( get_font(), text );
- }
- /************* GLUI_Control::char_width() **********/
- int GLUI_Control::char_width(char c)
- { /* Hash table for faster character width lookups - JVK
- Speeds up the textbox a little bit.
- */
- int hash_index = c % CHAR_WIDTH_HASH_SIZE;
- if (char_widths[hash_index][0] != c) {
- char_widths[hash_index][0] = c;
- char_widths[hash_index][1] = glutBitmapWidth( get_font(), c );
- }
- return char_widths[hash_index][1];
- }
- /*************** GLUI_Control::get_font() **********/
- void *GLUI_Control::get_font( void )
- {
- /*** Does this control have its own font? ***/
- if ( this->font != NULL )
- return this->font;
-
- /*** Does the parent glui have a font? ***/
- if ( glui )
- return glui->font;
- /*** Return the default font ***/
- return GLUT_BITMAP_HELVETICA_12;
- }
- /************* GLUI_Control::draw_name() ***********/
- /* This draws the name of the control as either black (if enabled), or */
- /* embossed if disabled. */
- void GLUI_Control::draw_name(int x, int y)
- {
- if ( NOT can_draw() )
- return;
- if ( enabled )
- {
- set_to_bkgd_color();
- glRasterPos2i(x+1, y+1);
- draw_string(name);
- glColor3b( 0, 0, 0 );
- glRasterPos2i(x, y);
- draw_string(name);
- }
- else
- { /* Control is disabled - emboss the string */
- glColor3f( 1.0f, 1.0f, 1.0f );
- glRasterPos2i(x+1, y+1);
- draw_string(name);
- glColor3f( .4f, .4f, .4f );
- glRasterPos2i(x, y);
- draw_string(name);
- }
- }
- /**************************** Layout and Packing *********************/
- /****** GLUI_Control::align() **************/
- void GLUI_Control::align()
- {
- int col_x, col_y, col_w, col_h, col_x_off, col_y_off;
- int orig_x_abs;
- orig_x_abs = x_abs;
- /* Fix alignment bug relating to columns */
- /*return; */
- if ( NOT parent() )
- return; /* Clearly this shouldn't happen, though */
- get_this_column_dims(&col_x, &col_y, &col_w, &col_h,
- &col_x_off, &col_y_off);
- if ( dynamic_cast<GLUI_Column*>(this) ) {
- /* if ( this->prev() != NULL ) {
- ((GLUI_Control*)prev())->get_this_column_dims(&col_x, &col_y, &col_w, &col_h,
- &col_x_off, &col_y_off);
-
- x_abs = col_x + col_w;
- }
- else {
- x_abs = ((GLUI_Control*)parent())->x_abs;
- }
- */
- return;
- }
- if ( alignment == GLUI_ALIGN_LEFT ) {
- x_abs = col_x + col_x_off;
- }
- else if ( alignment == GLUI_ALIGN_RIGHT ) {
- x_abs = col_x + col_w - col_x_off - this->w;
- }
- else if ( alignment == GLUI_ALIGN_CENTER ) {
- x_abs = col_x + (col_w - this->w) / 2;
- }
- if ( this->is_container ) {
- /*** Shift all child columns ***/
- int delta = x_abs - orig_x_abs;
- GLUI_Control *node;
-
- node = (GLUI_Control*) this->first_child();
- while( node != NULL ) {
- if ( dynamic_cast<GLUI_Column*>(node) ) {
- node->x_abs += delta;
- }
- node = (GLUI_Control*) node->next();
- }
- }
- }
- /************** GLUI_Control::pack() ************/
- /* Recalculate positions and offsets */
- void GLUI_Control::pack_old(int x, int y)
- {
- GLUI_Control *node;
- int max_w, curr_y, curr_x, max_y;
- int x_in = x, y_in =y;
- int x_margin, y_margin_top, y_margin_bot;
- int y_top_column;
- int column_x;
- GLUI_Column *curr_column = NULL;
- this->update_size();
- x_margin = this->x_off;
- y_margin_top = this->y_off_top;
- y_margin_bot = this->y_off_bot;
- this->x_abs = x_in;
- this->y_abs = y_in;
- max_w = -1;
- max_y = -1;
- curr_x = this->x_abs + x_margin;
- curr_y = this->y_abs + y_margin_top;
- /*** Record start of this set of columns ***/
- y_top_column = curr_y;
- column_x = 0;
- if ( this == glui->main_panel ) {
- x=x;
- }
- /*** Iterate over children, packing them first ***/
- node = (GLUI_Control*) this->first_child();
- while( node != NULL ) {
- if ( dynamic_cast<GLUI_Panel*>(node) && !node->collapsible) {
- /* Pad some space above fixed size panels */
- curr_y += GLUI_ITEMSPACING;
- }
- else if ( dynamic_cast<GLUI_Column*>(node)) {
- curr_column = (GLUI_Column*) node;
- if ( 1 ) {
- column_x += max_w + 2 * x_margin;
- curr_x += max_w + 2 * x_margin;
- }
- else {
- column_x += max_w + 0 * x_margin;
- curr_x += max_w + 0 * x_margin;
- }
- /*node->pack( curr_x, curr_y ); */
- node->x_abs = curr_x;
- node->y_abs = y_top_column;
- node->w = 2;
- node->h = curr_y - y_top_column;
- curr_x += x_margin * 3 + 40;
- curr_y = y_top_column;
- max_w = 0;
- node = (GLUI_Control*) node->next();
- continue;
- }
- node->pack( curr_x, curr_y );
- if ( dynamic_cast<GLUI_Panel*>(node) && !node->collapsible)
- /* Pad some space below fixed size panels */
- curr_y += GLUI_ITEMSPACING;
- curr_y += node->h;
- if ( node->w > max_w ) {
- max_w = node->w;
- if ( curr_column != NULL )
- curr_column->w = max_w;
- }
- node = (GLUI_Control*) node->next();
- if ( node ) {
- curr_y += GLUI_ITEMSPACING;
- }
- if ( curr_y > max_y )
- max_y = curr_y;
- }
- if ( this->is_container ) {
- max_y += y_margin_bot; /*** Add bottom border inside box */
- if ( this->first_child() ) {
- if ( dynamic_cast<GLUI_Rollout*>(this) ) {
- /** We don't want the rollout to shrink in width when it's
- closed **/
- this->w = MAX(this->w, column_x + max_w + 2 * x_margin );
- }
- else {
- this->w = column_x + max_w + 2 * x_margin;
- }
- this->h = (max_y - y_in);
- }
- else { /* An empty container, so just assign default w & h */
- this->w = GLUI_DEFAULT_CONTROL_WIDTH;
- this->h = GLUI_DEFAULT_CONTROL_HEIGHT;
- }
- /** Expand panel if necessary (e.g., to include all the text in
- a panel label) **/
- this->update_size();
- }
- }
- /*** GLUI_Control::get_this_column_dims() **********/
- /* Gets the x,y,w,h,and x/y offsets of the column to which a control belongs */
- void GLUI_Control::get_this_column_dims( int *col_x, int *col_y,
- int *col_w, int *col_h,
- int *col_x_off, int *col_y_off )
- {
- GLUI_Control *node, *parent_ptr;
- int parent_h, parent_y_abs;
- parent_ptr = (GLUI_Control*) parent();
- if ( parent_ptr==NULL )
- return;
- parent_h = parent_ptr->h;
- parent_y_abs = parent_ptr->y_abs;
-
- if ( dynamic_cast<GLUI_Panel*>(parent_ptr) AND
- parent_ptr->int_val == GLUI_PANEL_EMBOSSED AND
- parent_ptr->name != "" ) {
- parent_h -= GLUI_PANEL_EMBOSS_TOP;
- parent_y_abs += GLUI_PANEL_EMBOSS_TOP;
- }
- if ( 0 ) {
- GLUI_Node *first, *last, *curr;
- /** Look for first control in this column **/
- first = this;
- while (first->prev() AND !dynamic_cast<GLUI_Column*>(first->prev()) )
- first = first->prev();
- /** Look for last control in this column **/
- last = this;
- while ( last->next() AND !dynamic_cast<GLUI_Column*>(first->next()) )
- last = last->next();
- curr = first;
- int max_w = -1;
- do {
- if ( ((GLUI_Control*)curr)->w > max_w )
- max_w = ((GLUI_Control*)curr)->w;
- if ( curr == last )
- break;
- curr = curr->next();
- } while( curr != NULL );
- *col_x = ((GLUI_Control*)first)->x_abs;
- *col_y = ((GLUI_Control*)first)->y_abs;
- *col_w = max_w;
- if ( parent() ) {
- *col_h = ((GLUI_Control*)parent())->h;
- *col_x_off = ((GLUI_Control*)parent())->x_off;
- }
- else {
- *col_h = 10;
- *col_x_off = 0;
- }
- *col_y_off = 0;
- return;
- }
- if ( 1 ) { /* IS THIS WRONG? */
- /*** Look for preceding column ***/
- node = (GLUI_Control*) this->prev();
- while( node ) {
- if ( dynamic_cast<GLUI_Column*>(node) ) {
- *col_x = node->x_abs;
- *col_y = parent_y_abs;
- *col_w = node->w;
- *col_h = parent_h;
- *col_x_off = node->x_off;
- *col_y_off = 0;
- return;
- }
- node = (GLUI_Control*) node->prev();
- }
- /*** Nope, Look for next column ***/
- node = (GLUI_Control*) this->next();
- while( node ) {
- if ( dynamic_cast<GLUI_Column*>(node) ) {
- *col_x = parent_ptr->x_abs;
- *col_y = parent_y_abs;
- *col_w = node->x_abs - parent_ptr->x_abs;
- *col_h = parent_h;
- *col_x_off = node->x_off;
- *col_y_off = 0;
- return;
- }
- node = (GLUI_Control*) node->next();
- }
- /*** This is single-column panel, so return panel dims ***/
- *col_x = parent_ptr->x_abs;
- *col_y = parent_y_abs;
- *col_w = parent_ptr->w;
- *col_h = parent_h;
- *col_x_off = parent_ptr->x_off;
- *col_y_off = 0;
- }
- }
- void GLUI_Control::pack( int x, int y )
- {
- GLUI_Control *node;
- int max_w, curr_y, curr_x, max_y;
- int x_in = x, y_in =y;
- int x_margin, y_margin_top, y_margin_bot;
- int y_top_column;
- int column_x;
- GLUI_Column *curr_column = NULL;
- this->update_size();
- x_margin = this->x_off;
- y_margin_top = this->y_off_top;
- y_margin_bot = this->y_off_bot;
-
- this->x_abs = x_in;
- this->y_abs = y_in;
- max_w = 0;
- max_y = 0;
- curr_x = this->x_abs + x_margin;
- curr_y = this->y_abs + y_margin_top;
- /*** Record start of this set of columns ***/
- y_top_column = curr_y;
- column_x = curr_x;
- /*** Iterate over children, packing them first ***/
- node = (GLUI_Control*) this->first_child();
- while( node != NULL ) {
- if ( dynamic_cast<GLUI_Panel*>(node) && !node->collapsible) {
- /* Pad some space above fixed-size panels */
- curr_y += GLUI_ITEMSPACING;
- }
- else if ( dynamic_cast<GLUI_Column*>(node) ) {
- curr_column = (GLUI_Column*) node;
- curr_x += max_w + 1 * x_margin;
- column_x = curr_x;
- node->x_abs = curr_x;
- node->y_abs = y_top_column;
- node->w = 2;
- node->h = curr_y - y_top_column;
- curr_x += x_margin * 1;
- curr_y = y_top_column;
- max_w = 0;
- node = (GLUI_Control*) node->next();
- continue;
- }
-
- node->pack( curr_x, curr_y );
- if ( dynamic_cast<GLUI_Panel*>(node) && !node->collapsible)
- /* Pad some space below fixed-size panels */
- curr_y += GLUI_ITEMSPACING;
-
- curr_y += node->h;
- if ( node->w > max_w ) {
- max_w = node->w;
- if ( curr_column != NULL )
- curr_column->w = max_w + x_margin;
- }
- if ( curr_y > max_y ) {
- max_y = curr_y;
- if ( curr_column != NULL )
- curr_column->h = max_y - y_top_column;
- }
- node = (GLUI_Control*) node->next();
-
- if ( node ) {
- curr_y += GLUI_ITEMSPACING;
- }
- }
- if ( this->is_container ) {
- max_y += y_margin_bot; /*** Add bottom border inside box */
- if ( this->first_child() ) {
- this->w = column_x + max_w + 2 * x_margin - x_in;
- this->h = (max_y - y_in);
- }
- else { /* An empty container, so just assign default w & h */
- if ( !dynamic_cast<GLUI_Rollout*>(this) &&
- !dynamic_cast<GLUI_Tree*>(this) ) {
- this->w = GLUI_DEFAULT_CONTROL_WIDTH;
- this->h = GLUI_DEFAULT_CONTROL_HEIGHT;
- }
- }
- /** Expand panel if necessary (e.g., to include all the text in
- a panel label) **/
- this->update_size();
- /*** Now we step through the GLUI_Columns, setting the 'h' ***/
- node = (GLUI_Control*) this->first_child();
- while( node != NULL ) {
- if ( dynamic_cast<GLUI_Column*>(node) ) {
- node->h = this->h - y_margin_bot - y_margin_top;
- }
- node = (GLUI_Control*) node->next();
- }
- }
- }
- /******************************** Live Variables **************************/
- /*********** GLUI_Control::sync_live() ************/
- /* Reads live variable and sets control to its current value */
- /* This function is recursive, and operates on control's children */
- void GLUI_Control::sync_live(int recurse, int draw_it)
- {
- GLUI_Node *node;
- int sync_it=true;
- int i;
- float *fp;
- bool changed = false;
- /*** If this is currently active control, and mouse button is down,
- don't sync ***/
- if ( glui )
- {
- if ( this == glui->active_control AND glui->mouse_button_down )
- sync_it = false;
- /*** Actually, just disable syncing if button is down ***/
- /*** Nope, go ahead and sync if mouse is down - this allows syncing in
- callbacks ***/
- if ( 0 ) { /* THIS CODE BELOW SHOULD NOT BE EXECUTED */
- if ( glui->mouse_button_down ) {
- /* printf( "Can't syncn" ); */
- return;
- }
- }
- }
- /*** If this control has a live variable, we check its current value
- against the stored value in the control ***/
- if ( ptr_val != NULL ) {
- if ( live_type == GLUI_LIVE_NONE OR NOT sync_it ) {
- }
- else if ( live_type == GLUI_LIVE_INT ) {
- if ( *((int*)ptr_val) != last_live_int ) {
- set_int_val( *((int*)ptr_val) );
- last_live_int = *((int*)ptr_val);
- changed = true;
- }
- }
- else if ( live_type == GLUI_LIVE_FLOAT ) {
- if ( *((float*)ptr_val) != last_live_float ) {
- set_float_val( *((float*)ptr_val) );
- last_live_float = *((float*)ptr_val);
- changed = true;
- }
- }
- else if ( live_type == GLUI_LIVE_TEXT ) {
- if ( last_live_text.compare((const char*)ptr_val) != 0 ) {
- set_text( (char*) ptr_val );
- last_live_text = (const char*)ptr_val;
- changed = true;
- }
- }
- else if ( live_type == GLUI_LIVE_STRING ) {
- if ( last_live_text.compare(((std::string*) ptr_val)->c_str()) != 0 ) {
- set_text( ((std::string*) ptr_val)->c_str());
- last_live_text = *((std::string*) ptr_val);
- changed = true;
- }
- }
- else if ( live_type == GLUI_LIVE_FLOAT_ARRAY ) {
- /*** Step through the arrays, and see if they're the same ***/
-
- fp = (float*) ptr_val;
- for ( i=0; i<float_array_size; i++ ) {
- if ( *fp != last_live_float_array[i] ) {
- changed = true;
- break;
- }
-
- fp++;
- }
-
- if ( changed == true) {
- fp = (float*) ptr_val;
- set_float_array_val( fp );
- for ( i=0; i<float_array_size; i++ ) {
- last_live_float_array[i] = *fp;
- fp++;
- }
- }
- }
- else if ( live_type == GLUI_LIVE_DOUBLE ) {
- }
- }
- /*** If this control is changed and we're supposed to be drawing, then
- draw it now ***/
- if ( changed == true AND draw_it ) {
- redraw();
- }
- if ( recurse ) {
- /*** Now recursively output live vars for all children ***/
- node = this->first_child();
- while( node ) {
- ((GLUI_Control*) node)->sync_live(true, true);
- node = node->next();
- }
- if ( collapsible == true AND is_open == false ) {
- /** Here we have a collapsed control (e.g., a rollout that is closed **/
- /** We need to go in and sync all the collapsed controls inside **/
-
- node = this->collapsed_node.first_child();
- while( node ) {
- ((GLUI_Control*) node)->sync_live(true, false);
- node = node->next();
- }
- }
- }
- }
- /********** GLUI_Control::output_live() ************/
- /* Writes current value of control to live variable. */
- void GLUI_Control::output_live(int update_main_gfx)
- {
- int i;
- float *fp;
- if ( ptr_val == NULL )
- return;
-
- if ( NOT live_inited )
- return;
-
- if ( live_type == GLUI_LIVE_NONE ) {
- }
- else if ( live_type == GLUI_LIVE_INT ) {
- *((int*)ptr_val) = int_val;
- last_live_int = int_val;
- }
- else if ( live_type == GLUI_LIVE_FLOAT ) {
- *((float*)ptr_val) = float_val;
- last_live_float = float_val;
- }
- else if ( live_type == GLUI_LIVE_TEXT ) {
- strncpy( (char*) ptr_val, text.c_str(), text.length()+1);
- last_live_text = text;
- }
- else if ( live_type == GLUI_LIVE_STRING ) {
- (*(std::string*)ptr_val)= text.c_str();
- last_live_text = text;
- }
- else if ( live_type == GLUI_LIVE_FLOAT_ARRAY ) {
- fp = (float*) ptr_val;
- for( i=0; i<float_array_size; i++ ) {
- *fp = float_array_val[i];
- last_live_float_array[i] = float_array_val[i];
- fp++;
- }
- }
- else if ( live_type == GLUI_LIVE_DOUBLE ) {
- }
- /** Update the main gfx window? **/
- if ( update_main_gfx AND this->glui != NULL ) {
- this->glui->post_update_main_gfx();
- }
- }
- /****** GLUI_Control::execute_callback() **********/
- void GLUI_Control::execute_callback()
- {
- int old_window;
-
- old_window = glutGetWindow();
- if ( glui AND glui->main_gfx_window_id != -1 )
- glutSetWindow( glui->main_gfx_window_id );
- this->callback( this );
- // if ( this->callback )
- // this->callback( this->user_id );
- glutSetWindow( old_window );
- }
- /************** GLUI_Control::init_live() **********/
- /* Reads in value of a live variable. Called once, when ctrl is created */
- void GLUI_Control::init_live()
- {
- int i;
- float *fp;
- if ( ptr_val == NULL )
- return;
- if ( live_type == GLUI_LIVE_NONE ) {
- }
- else if ( live_type == GLUI_LIVE_INT ) {
- set_int_val( *((int*)ptr_val) );
- last_live_int = *((int*)ptr_val);
- }
- else if ( live_type == GLUI_LIVE_FLOAT ) {
- set_float_val( *((float*)ptr_val) );
- last_live_float = *((float*)ptr_val);
- }
- else if ( live_type == GLUI_LIVE_TEXT ) {
- set_text( (const char*) ptr_val );
- last_live_text = (const char*) ptr_val;
- }
- else if ( live_type == GLUI_LIVE_STRING ) {
- set_text( ((std::string*) ptr_val)->c_str() );
- last_live_text = ((std::string*) ptr_val)->c_str();
- }
- else if ( live_type == GLUI_LIVE_FLOAT_ARRAY ) {
- set_float_array_val( (float*) ptr_val );
- fp = (float*) ptr_val;
- for( i=0; i<float_array_size; i++ ) {
- last_live_float_array[i] = *fp;
- fp++;
- }
- }
- else if ( live_type == GLUI_LIVE_DOUBLE ) {
- }
- live_inited = true;
- }
- /***** GLUI_Control::set_float_array_val() ********/
- void GLUI_Control::set_float_array_val( float *array_ptr )
- {
- int i;
- if ( array_ptr == NULL )
- return;
- for( i=0; i<float_array_size; i++ ) {
- float_array_val[i] = array_ptr[i];
- }
- /*** Output the live var, without updating the main gfx window ***/
- output_live(false);
- }
- /***** GLUI_Control::get_float_array_val() ********/
- void GLUI_Control::get_float_array_val( float *array_ptr )
- {
- int i;
- if ( array_ptr == NULL )
- return;
- for( i=0; i<float_array_size; i++ ) {
- array_ptr[i] = float_array_val[i];
- }
- }
- /**************************** Little Utility Routines ********************/
- /**** GLUI_Control::set_name() ********************/
- void GLUI_Control::set_name( const char *str )
- {
- name = str;
- redraw();
- }
- /**** GLUI_Control::enable() ****************/
- void GLUI_Control::enable()
- {
- GLUI_Control *node;
- enabled = true;
-
- if ( NOT glui )
- return;
- redraw();
- /*** Now recursively enable all buttons below it ***/
- node = (GLUI_Control*) first_child();
- while(node)
- {
- node->enable();
- node = (GLUI_Control*) node->next();
- }
- }
- /***** GLUI_Control::disable() ****************/
- void GLUI_Control::disable()
- {
- GLUI_Control *node;
- enabled = false;
-
- if ( NOT glui )
- return;
- if ( glui->active_control == this )
- glui->deactivate_current_control();
- redraw();
- /*** Now recursively disable all buttons below it ***/
- node = (GLUI_Control*) first_child();
- while(node) {
- node->disable();
- node = (GLUI_Control*) node->next();
- }
- }
- /******* GLUI_Control::set_w() **************/
- void GLUI_Control::set_w(int new_w)
- {
- w = new_w;
- update_size(); /* Make sure control is big enough to fit text */
- if (glui) glui->refresh();
- }
- /**** GLUI_Control::set_h() **************/
- void GLUI_Control::set_h(int new_h)
- {
- h = new_h;
- update_size(); /* Make sure control is big enough to fit text */
- if (glui) glui->refresh();
- }
- /***** GLUI_Control::set_alignment() ******/
- void GLUI_Control::set_alignment(int new_align)
- {
- alignment = new_align;
- if ( glui )
- {
- glui->align_controls(this);
- redraw_window();
- }
- }
- /***** GLUI_Control::needs_idle() *********/
- /* This method gets overloaded by specific classes, e.g. Spinner. */
- /* It returns whether or not a control needs to receive an idle event or not */
- /* For example, a spinner only needs idle events when the user is holding */
- /* the mouse down in one of the arrows. Otherwise, don't waste cycles */
- /* and OpenGL context switching by calling its idle. */
- bool GLUI_Control::needs_idle() const
- {
- return false;
- }
- /********* GLUI_Control::~GLUI_Control() **********/
- GLUI_Control::~GLUI_Control()
- {
- GLUI_Control *item = (GLUI_Control*) this->first_child();
- while (item)
- {
- GLUI_Control *tmp = item;
- item = (GLUI_Control*) item->next();
- delete tmp;
- }
- }
- /********* GLUI_Control::hide_internal() ********/
- /** Sets hidden==true for this control and all its siblings. */
- /** If recurse is true, we go to children as well */
- void GLUI_Control::hide_internal( int recurse )
- {
- GLUI_Node *node;
- node = (GLUI_Node *) this;
- while( node != NULL ) {
- ((GLUI_Control*)node)->hidden = true;
- if ( recurse AND node->first_child() != NULL )
- ((GLUI_Control*) node->first_child())->hide_internal(true);
-
- node = node->next();
- }
- node = this->collapsed_node.first_child();
- while( node != NULL ) {
- ((GLUI_Control*)node)->hidden = true;
- if ( recurse AND node->first_child() != NULL )
- ((GLUI_Control*) node->first_child())->hide_internal(true);
-
- node = node->next();
- }
- }
- /********* GLUI_Control::unhide_internal() ********/
- /** Sets hidden==false for this control and all its siblings. */
- /** If recurse is true, we go to children as well */
- void GLUI_Control::unhide_internal( int recurse )
- {
- GLUI_Node *node;
- node = (GLUI_Node *) this;
- while( node != NULL ) {
- /* printf( "unhide: %s [%d]n", ((GLUI_Control*)node)->name.c_str(),
- ((GLUI_Control*)node)->hidden );*/
- ((GLUI_Control*)node)->hidden = false;
- if ( recurse AND node->first_child() != NULL )
- ((GLUI_Control*) node->first_child())->unhide_internal(true);
-
- node = node->next();
- }
- node = this->collapsed_node.first_child();
- while( node != NULL ) {
- ((GLUI_Control*)node)->hidden = false;
- if ( recurse AND node->first_child() != NULL )
- ((GLUI_Control*) node->first_child())->unhide_internal(true);
-
- node = node->next();
- }
- }