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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 %d\n", 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/%d\n", (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 sync\n" ); */
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();
}
}