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XYWnd.cpp
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XYWnd.cpp
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#include "XYWnd.h"
#include "i18n.h"
#include "iscenegraph.h"
#include "iundo.h"
#include "ieventmanager.h"
#include "imainframe.h"
#include "icolourscheme.h"
#include "ientity.h"
#include "igrid.h"
#include "iregion.h"
#include "istatusbarmanager.h"
#include "wxutil/MouseButton.h"
#include "wxutil/GLWidget.h"
#include "string/string.h"
#include "selectionlib.h"
#include "ibrush.h"
#include "camera/CameraSettings.h"
#include "ui/ortho/OrthoContextMenu.h"
#include "ui/overlay/Overlay.h"
#include "ui/texturebrowser/TextureBrowser.h"
#include "registry/registry.h"
#include "selection/Device.h"
#include "selection/SelectionVolume.h"
#include "util/ScopedBoolLock.h"
#include "debugging/gl.h"
#include "GlobalXYWnd.h"
#include "XYRenderer.h"
#include "gamelib.h"
#include "scenelib.h"
#include "maplib.h"
#include "render/RenderableCollectionWalker.h"
#include <wx/frame.h>
#include <fmt/format.h>
#include <sigc++/functors/mem_fun.h>
#include <functional>
namespace ui
{
inline float Betwixt(float f1, float f2) {
return (f1 + f2) * 0.5f;
}
double two_to_the_power(int power) {
return pow(2.0f, power);
}
inline float screen_normalised(int pos, unsigned int size) {
return ((2.0f * pos) / size) - 1.0f;
}
inline float normalised_to_world(float normalised, float world_origin, float normalised2world_scale) {
return world_origin + normalised * normalised2world_scale;
}
namespace
{
const char* const RKEY_XYVIEW_ROOT = "user/ui/xyview";
const char* const RKEY_SELECT_EPSILON = "user/ui/selectionEpsilon";
}
// Constructor
XYWnd::XYWnd(int id, wxWindow* parent) :
MouseToolHandler(IMouseToolGroup::Type::OrthoView),
_id(id),
_wxGLWidget(new wxutil::GLWidget(parent, std::bind(&XYWnd::onRender, this), "XYWnd")),
_drawing(false),
_updateRequested(false),
_minWorldCoord(game::current::getValue<float>("/defaults/minWorldCoord")),
_maxWorldCoord(game::current::getValue<float>("/defaults/maxWorldCoord")),
_defaultCursor(wxCURSOR_DEFAULT),
_crossHairCursor(wxCURSOR_CROSS),
_chasingMouse(false),
_isActive(false)
{
_width = 0;
_height = 0;
// Try to retrieve a recently used origin and scale from the registry
std::string recentPath = std::string(RKEY_XYVIEW_ROOT) + "/recent";
_origin = string::convert<Vector3>(
GlobalRegistry().getAttribute(recentPath, "origin")
);
_scale = string::convert<double>(
GlobalRegistry().getAttribute(recentPath, "scale")
);
if (_scale == 0)
{
_scale = 1;
}
_viewType = XY;
_contextMenu = false;
_wxGLWidget->SetCanFocus(false);
// Don't set a minimum size, to allow for cam window maximisation
//_wxGLWidget->SetMinClientSize(wxSize(XYWND_MINSIZE_X, XYWND_MINSIZE_Y));
// wxGLWidget wireup
_wxGLWidget->Connect(wxEVT_SIZE, wxSizeEventHandler(XYWnd::onGLResize), NULL, this);
_wxGLWidget->Connect(wxEVT_MOUSEWHEEL, wxMouseEventHandler(XYWnd::onGLWindowScroll), NULL, this);
_wxGLWidget->Connect(wxEVT_MOTION, wxMouseEventHandler(XYWnd::onGLMouseMove), NULL, this);
_wxGLWidget->Connect(wxEVT_LEFT_DOWN, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_LEFT_DCLICK, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_LEFT_UP, wxMouseEventHandler(XYWnd::onGLMouseButtonRelease), NULL, this);
_wxGLWidget->Connect(wxEVT_RIGHT_DOWN, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_RIGHT_DCLICK, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_RIGHT_UP, wxMouseEventHandler(XYWnd::onGLMouseButtonRelease), NULL, this);
_wxGLWidget->Connect(wxEVT_MIDDLE_DOWN, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_MIDDLE_DCLICK, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_MIDDLE_UP, wxMouseEventHandler(XYWnd::onGLMouseButtonRelease), NULL, this);
_wxGLWidget->Connect(wxEVT_AUX1_DOWN, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_AUX1_DCLICK, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_AUX1_UP, wxMouseEventHandler(XYWnd::onGLMouseButtonRelease), NULL, this);
_wxGLWidget->Connect(wxEVT_AUX2_DOWN, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_AUX2_DCLICK, wxMouseEventHandler(XYWnd::onGLMouseButtonPress), NULL, this);
_wxGLWidget->Connect(wxEVT_AUX2_UP, wxMouseEventHandler(XYWnd::onGLMouseButtonRelease), NULL, this);
_wxGLWidget->Connect(wxEVT_IDLE, wxIdleEventHandler(XYWnd::onIdle), NULL, this);
_freezePointer.connectMouseEvents(
std::bind(&XYWnd::onGLMouseButtonPress, this, std::placeholders::_1),
std::bind(&XYWnd::onGLMouseButtonRelease, this, std::placeholders::_1));
updateProjection();
updateModelview();
// Add self to the scenechange callbacks
GlobalSceneGraph().addSceneObserver(this);
// greebo: Connect <self> as CameraObserver to the CamWindow. This way this class gets notified on camera change
_sigCameraChanged = GlobalCameraManager().signal_cameraChanged().connect(
sigc::mem_fun(this, &XYWnd::onCameraMoved));
}
// Destructor
XYWnd::~XYWnd()
{
_font.reset();
destroyXYView();
// Store the current position and scale to the registry, so that it may be
// picked up again when creating XYViews after switching layouts
std::string recentPath = std::string(RKEY_XYVIEW_ROOT) + "/recent";
GlobalRegistry().setAttribute(recentPath, "origin",
string::to_string(_origin));
GlobalRegistry().setAttribute(recentPath, "scale",
string::to_string(_scale));
}
int XYWnd::getId() const
{
return _id;
}
void XYWnd::destroyXYView()
{
// Remove <self> from the scene change callback list
GlobalSceneGraph().removeSceneObserver(this);
_sigCameraChanged.disconnect();
_wxGLWidget = nullptr;
}
void XYWnd::setScale(float f) {
_scale = f;
updateProjection();
updateModelview();
queueDraw();
}
float XYWnd::getScale() const {
return _scale;
}
int XYWnd::getWidth() const {
return _width;
}
int XYWnd::getHeight() const {
return _height;
}
SelectionTestPtr XYWnd::createSelectionTestForPoint(const Vector2& point)
{
float selectEpsilon = registry::getValue<float>(RKEY_SELECT_EPSILON);
// Generate the epsilon
Vector2 deviceEpsilon(selectEpsilon / getWidth(), selectEpsilon / getHeight());
// Copy the current view and constrain it to a small rectangle
render::View scissored(_view);
ConstructSelectionTest(scissored, selection::Rectangle::ConstructFromPoint(point, deviceEpsilon));
return SelectionTestPtr(new SelectionVolume(scissored));
}
const VolumeTest& XYWnd::getVolumeTest() const
{
return _view;
}
int XYWnd::getDeviceWidth() const
{
return getWidth();
}
int XYWnd::getDeviceHeight() const
{
return getHeight();
}
void XYWnd::captureStates()
{
_highlightShaders.selectedShader = GlobalRenderSystem().capture("$XY_OVERLAY");
_highlightShaders.selectedShaderGroup = GlobalRenderSystem().capture("$XY_OVERLAY_GROUP");
_highlightShaders.mergeActionShaderAdd = GlobalRenderSystem().capture("$XY_MERGE_ACTION_ADD");
_highlightShaders.mergeActionShaderChange = GlobalRenderSystem().capture("$XY_MERGE_ACTION_CHANGE");
_highlightShaders.mergeActionShaderRemove = GlobalRenderSystem().capture("$XY_MERGE_ACTION_REMOVE");
_highlightShaders.mergeActionShaderConflict = GlobalRenderSystem().capture("$XY_MERGE_ACTION_CONFLICT");
_highlightShaders.nonMergeActionNodeShader = GlobalRenderSystem().capture("$XY_INACTIVE_NODE");
}
void XYWnd::releaseStates()
{
_highlightShaders.selectedShader.reset();
_highlightShaders.selectedShaderGroup.reset();
_highlightShaders.mergeActionShaderAdd.reset();
_highlightShaders.mergeActionShaderChange.reset();
_highlightShaders.mergeActionShaderRemove.reset();
_highlightShaders.mergeActionShaderConflict.reset();
_highlightShaders.nonMergeActionNodeShader.reset();
}
void XYWnd::ensureFont()
{
if (_font)
{
return;
}
const auto& manager = GlobalXYWnd();
_font = GlobalOpenGL().getFont(manager.fontStyle(), manager.fontSize());
}
const std::string XYWnd::getViewTypeTitle(EViewType viewtype) {
if (viewtype == XY) {
return _("XY Top");
}
if (viewtype == XZ) {
return _("XZ Front");
}
if (viewtype == YZ) {
return _("YZ Side");
}
return "";
}
const std::string XYWnd::getViewTypeStr(EViewType viewtype) {
if (viewtype == XY) {
return "XY";
}
if (viewtype == XZ) {
return "XZ";
}
if (viewtype == YZ) {
return "YZ";
}
return "";
}
void XYWnd::forceRedraw()
{
if (_drawing)
{
return;
}
_wxGLWidget->Refresh(false);
_wxGLWidget->Update();
}
void XYWnd::queueDraw()
{
_updateRequested = true;
}
void XYWnd::onSceneGraphChange()
{
// Pass the call to queueDraw.
queueDraw();
}
void XYWnd::updateFont()
{
// Clear out the font reference, it will be re-acquired
// during the next draw call
_font.reset();
}
void XYWnd::setActive(bool b) {
_isActive = b;
};
bool XYWnd::isActive() const {
return _isActive;
};
const Vector3& XYWnd::getOrigin() const
{
return _origin;
}
void XYWnd::setOrigin(const Vector3& origin) {
_origin = origin;
updateModelview();
queueDraw();
}
void XYWnd::scrollByPixels(int x, int y)
{
int nDim1 = (_viewType == YZ) ? 1 : 0;
int nDim2 = (_viewType == XY) ? 1 : 2;
_origin[nDim1] -= x / _scale;
_origin[nDim2] += y / _scale;
updateModelview();
queueDraw();
}
/* greebo: This gets repeatedly called during a mouse chase operation.
* The method is making use of a timer to determine the amount of time that has
* passed since the chaseMouse has been started
*/
void XYWnd::performChaseMouse()
{
float multiplier = _chaseMouseTimer.Time() / 10.0f;
scrollByPixels(float_to_integer(-multiplier * _chasemouseDeltaX), float_to_integer(multiplier * -_chasemouseDeltaY));
//rMessage() << "chasemouse: multiplier=" << multiplier << " x=" << _chasemouseDeltaX << " y=" << _chasemouseDeltaY << std::endl;
handleGLMouseMotion(_chasemouseCurrentX, _chasemouseCurrentY, _eventState, false);
// Check if we should still be in chase mouse mode
if (_chasingMouse && checkChaseMouse(_eventState))
{
// greebo: Restart the timer
_chaseMouseTimer.Start();
}
}
/* greebo: This handles the "chase mouse" behaviour, if the user drags something
* beyond the XY window boundaries. If the chaseMouse option (currently a global)
* is set true, the view origin gets relocated along with the mouse movements.
*
* @returns: true, if the mousechase has been performed, false if no mouse chase was necessary
*/
bool XYWnd::checkChaseMouse(unsigned int state)
{
wxPoint windowMousePos = _wxGLWidget->ScreenToClient(wxGetMousePosition());
int x = windowMousePos.x;
int y = windowMousePos.y;
_chasemouseDeltaX = 0;
_chasemouseDeltaY = 0;
_eventState = state;
// greebo: The mouse chase is only active when the corresponding setting is active
if (GlobalXYWnd().chaseMouse())
{
// If the cursor moves close enough to the window borders, chase mouse will kick in
// The chase mouse delta is capped between 0 and a value that depends on how much
// the mouse cursor exceeds that imaginary border.
const int epsilon = 16;
// Calculate the X delta
if (x < epsilon)
{
_chasemouseDeltaX = std::max(x - epsilon, -GlobalXYWnd().chaseMouseCap());
}
else if (x > _width - epsilon)
{
_chasemouseDeltaX = std::min(x - _width + epsilon, GlobalXYWnd().chaseMouseCap());
}
// Calculate the Y delta
if (y < epsilon)
{
_chasemouseDeltaY = std::max(y - epsilon, -GlobalXYWnd().chaseMouseCap());
}
else if (y > _height - epsilon)
{
_chasemouseDeltaY = std::min(y - _height + epsilon, GlobalXYWnd().chaseMouseCap());
}
// If any of the deltas is uneqal to zero the mouse chase is to be performed
if (_chasemouseDeltaY != 0 || _chasemouseDeltaX != 0)
{
_chasemouseCurrentX = x;
_chasemouseCurrentY = y;
// Start the timer, if there isn't one already connected
if (!_chasingMouse)
{
_chaseMouseTimer.Start();
// Enable chase mouse handling in the idle callbacks, so it gets called as
// soon as there is nothing more important to do. The callback queries the timer
// and takes the according window movement actions
_chasingMouse = true;
}
// Return true to signal that there are no other mouseMotion handlers to be performed
return true;
}
else
{
if (_chasingMouse)
{
// All deltas are zero, so there is no more mouse chasing necessary, remove the handlers
_chasingMouse = false;
}
}
}
else
{
if (_chasingMouse)
{
// Remove the handlers, the user has probably released the mouse button during chase
_chasingMouse = false;
}
}
// No mouse chasing has been performed, return false
return false;
}
void XYWnd::setCursorType(CursorType type)
{
switch (type)
{
case CursorType::Pointer:
_wxGLWidget->SetCursor(_defaultCursor);
break;
case CursorType::Crosshair:
_wxGLWidget->SetCursor(_crossHairCursor);
break;
};
}
void XYWnd::onCameraMoved()
{
if (GlobalXYWnd().camXYUpdate())
{
queueDraw();
}
}
void XYWnd::onContextMenu()
{
// Get the click point in 3D space
Vector3 point;
mouseToPoint(_contextMenu_x, _contextMenu_y, point);
// Display the menu, passing the coordinates for creation
OrthoContextMenu::Instance().Show(_wxGLWidget, point);
}
// makes sure the selected brush or camera is in view
void XYWnd::positionView(const Vector3& position) {
int nDim1 = (_viewType == YZ) ? 1 : 0;
int nDim2 = (_viewType == XY) ? 1 : 2;
_origin[nDim1] = position[nDim1];
_origin[nDim2] = position[nDim2];
updateModelview();
queueDraw();
}
void XYWnd::setViewType(EViewType viewType) {
_viewType = viewType;
updateModelview();
}
EViewType XYWnd::getViewType() const {
return _viewType;
}
// This gets called by the wx mousemoved callback or the periodical mousechase event
void XYWnd::handleGLMouseMotion(int x, int y, unsigned int state, bool isDelta)
{
// Context menu handling
if (state == wxutil::MouseButton::RIGHT) // Only RMB, nothing else
{
if (_contextMenu)
{
if (isDelta)
{
if (x != 0 || y != 0) // x,y are deltas
{
// The user moved the pointer away from the point the RMB was pressed
_contextMenu = false;
}
}
else
{
if (_contextMenu_x != x || _contextMenu_y != y)
{
// The user moved the pointer away from the point the RMB was pressed
_contextMenu = false;
}
}
}
}
_mousePosition = convertXYToWorld(x, y);
snapToGrid(_mousePosition);
GlobalStatusBarManager().setText(
"XYZPos",
fmt::format(_("x: {0:6.1f} y: {1:6.1f} z: {2:6.1f}"),
_mousePosition[0],
_mousePosition[1],
_mousePosition[2]),
true // force UI update
);
if (GlobalXYWnd().showCrossHairs())
{
queueDraw();
}
}
void XYWnd::handleGLCapturedMouseMotion(const MouseToolPtr& tool, int x, int y, unsigned int mouseState)
{
if (!tool) return;
bool mouseToolReceivesDeltas = (tool->getPointerMode() & MouseTool::PointerMode::MotionDeltas) != 0;
bool pointerFrozen = (tool->getPointerMode() & MouseTool::PointerMode::Freeze) != 0;
// Check if the mouse has reached exceeded the window borders for chase mouse behaviour
// In FreezePointer mode there's no need to check for chase since the cursor is fixed anyway
if (tool->allowChaseMouse() && !pointerFrozen && checkChaseMouse(mouseState))
{
// Chase mouse activated, an idle callback will kick in soon
return;
}
// Send mouse move events to the active tool and all inactive tools that want them
MouseToolHandler::onGLCapturedMouseMove(x, y, mouseState);
handleGLMouseMotion(x, y, mouseState, mouseToolReceivesDeltas);
}
XYMouseToolEvent XYWnd::createMouseEvent(const Vector2& point, const Vector2& delta)
{
Vector2 normalisedDeviceCoords = device_constrained(
window_to_normalised_device(point, _width, _height));
return XYMouseToolEvent(*this, convertXYToWorld(point.x(), point.y()), normalisedDeviceCoords, delta);
}
Vector3 XYWnd::convertXYToWorld(int x, int y)
{
float normalised2world_scale_x = _width / 2 / _scale;
float normalised2world_scale_y = _height / 2 / _scale;
if (_viewType == XY)
{
return Vector3(
normalised_to_world(screen_normalised(x, _width), _origin[0], normalised2world_scale_x),
normalised_to_world(-screen_normalised(y, _height), _origin[1], normalised2world_scale_y),
0);
}
else if (_viewType == YZ)
{
return Vector3(
0,
normalised_to_world(screen_normalised(x, _width), _origin[1], normalised2world_scale_x),
normalised_to_world(-screen_normalised(y, _height), _origin[2], normalised2world_scale_y));
}
else // XZ
{
return Vector3(
normalised_to_world(screen_normalised(x, _width), _origin[0], normalised2world_scale_x),
0,
normalised_to_world(-screen_normalised(y, _height), _origin[2], normalised2world_scale_y));
}
}
void XYWnd::snapToGrid(Vector3& point)
{
if (_viewType == XY)
{
point[0] = float_snapped(point[0], GlobalGrid().getGridSize());
point[1] = float_snapped(point[1], GlobalGrid().getGridSize());
}
else if (_viewType == YZ)
{
point[1] = float_snapped(point[1], GlobalGrid().getGridSize());
point[2] = float_snapped(point[2], GlobalGrid().getGridSize());
}
else
{
point[0] = float_snapped(point[0], GlobalGrid().getGridSize());
point[2] = float_snapped(point[2], GlobalGrid().getGridSize());
}
}
/* greebo: This calculates the coordinates of the xy view window corners.
*
* @returns: Vector4( xbegin, xend, ybegin, yend);
*/
Vector4 XYWnd::getWindowCoordinates() {
int nDim1 = (_viewType == YZ) ? 1 : 0;
int nDim2 = (_viewType == XY) ? 1 : 2;
double w = (_width / 2 / _scale);
double h = (_height / 2 / _scale);
// Query the region minimum/maximum vectors
auto regionBounds = GlobalRegionManager().getRegionBounds();
Vector3 regionMin = regionBounds.origin - regionBounds.extents;
Vector3 regionMax = regionBounds.origin + regionBounds.extents;
double xb = _origin[nDim1] - w;
// Constrain this value to the region minimum
if (xb < regionMin[nDim1])
xb = regionMin[nDim1];
double xe = _origin[nDim1] + w;
// Constrain this value to the region maximum
if (xe > regionMax[nDim1])
xe = regionMax[nDim1];
double yb = _origin[nDim2] - h;
// Constrain this value to the region minimum
if (yb < regionMin[nDim2])
yb = regionMin[nDim2];
double ye = _origin[nDim2] + h;
// Constrain this value to the region maximum
if (ye > regionMax[nDim2])
ye = regionMax[nDim2];
return Vector4(xb, xe, yb, ye);
}
void XYWnd::drawGrid()
{
double step, minor_step, stepx, stepy;
step = minor_step = stepx = stepy = GlobalGrid().getGridSize();
int minor_power = GlobalGrid().getGridPower();
while (minor_step * _scale <= 4.0f) // make sure minor grid spacing is at least 4 pixels on the screen
{
++minor_power;
minor_step *= 2;
}
int power = minor_power;
while (power % 3 != 0 || step * _scale <= 32.0f) // make sure major grid spacing is at least 32 pixels on the screen
{
++power;
step = double(two_to_the_power(power));
}
int mask = (1 << (power - minor_power)) - 1;
while (stepx * _scale <= 32.0f) // text step x must be at least 32
{
stepx *= 2;
}
while (stepy * _scale <= 32.0f) // text step y must be at least 32
{
stepy *= 2;
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_1D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glLineWidth(1);
double w = _width / 2 / _scale;
double h = _height / 2 / _scale;
Vector4 windowCoords = getWindowCoordinates();
double xb = step * floor(windowCoords[0]/step);
double xe = step * ceil(windowCoords[1]/step);
double yb = step * floor(windowCoords[2]/step);
double ye = step * ceil(windowCoords[3]/step);
if (GlobalXYWnd().showGrid())
{
Vector3 colourGridBack = GlobalColourSchemeManager().getColour("grid_background");
Vector3 colourGridMinor = GlobalColourSchemeManager().getColour("grid_minor");
Vector3 colourGridMajor = GlobalColourSchemeManager().getColour("grid_major");
// run grid rendering twice, first run is minor grid, then major
// NOTE: with a bit more work, we can have variable number of grids
for (int gf = 0 ; gf < 2 ; ++gf)
{
double cur_step, density, sizeFactor;
GridLook look;
if (gf)
{
// major grid
if (colourGridMajor == colourGridBack)
{
continue;
}
glColor3dv(colourGridMajor);
look = GlobalGrid().getMajorLook();
cur_step = step;
density = 4;
// slightly bigger crosses
sizeFactor = 1.95;
}
else
{
// minor grid (rendered first)
if (colourGridMinor == colourGridBack)
{
continue;
}
glColor3dv(colourGridMinor);
look = GlobalGrid().getMinorLook();
cur_step = minor_step;
density = 4;
sizeFactor = 0.95;
}
switch (look)
{
case GRIDLOOK_DOTS:
glBegin (GL_POINTS);
for (double x = xb ; x < xe ; x += cur_step)
{
for (double y = yb ; y < ye ; y += cur_step)
{
glVertex2d (x, y);
}
}
glEnd();
break;
case GRIDLOOK_BIGDOTS:
glPointSize(3);
glEnable(GL_POINT_SMOOTH);
glBegin (GL_POINTS);
for (double x = xb ; x < xe ; x += cur_step)
{
for (double y = yb ; y < ye ; y += cur_step)
{
glVertex2d (x, y);
}
}
glEnd();
glDisable(GL_POINT_SMOOTH);
glPointSize(1);
break;
case GRIDLOOK_SQUARES:
glPointSize(3);
glBegin (GL_POINTS);
for (double x = xb ; x < xe ; x += cur_step)
{
for (double y = yb ; y < ye ; y += cur_step)
{
glVertex2d (x, y);
}
}
glEnd();
glPointSize(1);
break;
case GRIDLOOK_MOREDOTLINES:
density = 8;
case GRIDLOOK_DOTLINES:
glBegin (GL_POINTS);
for (double x = xb ; x < xe ; x += cur_step)
{
for (double y = yb ; y < ye ; y += minor_step / density)
{
glVertex2d (x, y);
}
}
for (double y = yb ; y < ye ; y += cur_step)
{
for (double x = xb ; x < xe ; x += minor_step / density)
{
glVertex2d (x, y);
}
}
glEnd();
break;
case GRIDLOOK_CROSSES:
glBegin (GL_LINES);
for (double x = xb ; x <= xe ; x += cur_step)
{
for (double y = yb ; y <= ye ; y += cur_step)
{
glVertex2d (x - sizeFactor / _scale, y);
glVertex2d (x + sizeFactor / _scale, y);
glVertex2d (x, y - sizeFactor / _scale);
glVertex2d (x, y + sizeFactor / _scale);
}
}
glEnd();
break;
case GRIDLOOK_LINES:
default:
glBegin (GL_LINES);
int i = 0;
for (double x = xb ; x < xe ; x += cur_step, ++i)
{
if (gf == 1 || (i & mask) != 0) // greebo: No mask check for major grid
{
glVertex2d (x, yb);
glVertex2d (x, ye);
}
}
i = 0;
for (double y = yb ; y < ye ; y += cur_step, ++i)
{
if (gf == 1 || (i & mask) != 0) // greebo: No mask check for major grid
{
glVertex2d (xb, y);
glVertex2d (xe, y);
}
}
glEnd();
break;
}
}
}
int nDim1 = (_viewType == YZ) ? 1 : 0;
int nDim2 = (_viewType == XY) ? 1 : 2;
// draw coordinate text if needed
if (GlobalXYWnd().showCoordinates())
{
char text[32];
glColor3dv(GlobalColourSchemeManager().getColour("grid_text"));
double offx = _origin[nDim2] + h - 12 / _scale;
double offy = _origin[nDim1] - w + 1 / _scale;
for (double x = xb - fmod(xb, stepx); x <= xe ; x += stepx)
{
glRasterPos2d (x, offx);
sprintf(text, "%g", x);
_font->drawString(text);
}
for (double y = yb - fmod(yb, stepy); y <= ye ; y += stepy)
{
glRasterPos2f (offy, y);
sprintf (text, "%g", y);
_font->drawString(text);
}
if (isActive())
{
glColor3dv(GlobalColourSchemeManager().getColour("active_view_name"));
}
// we do this part (the old way) only if show_axis is disabled
if (!GlobalXYWnd().showAxes())
{
glRasterPos2d( _origin[nDim1] - w + 35 / _scale, _origin[nDim2] + h - 20 / _scale );
_font->drawString(getViewTypeTitle(_viewType));
}
}
if (GlobalMapModule().getEditMode() == IMap::EditMode::Merge)
{
glColor3d(0.9, 0, 0);
glRasterPos2d(_origin[nDim1] - 50 / _scale, _origin[nDim2] + h - 30 / _scale);
_font->drawString("Merge Mode");
}
if (GlobalXYWnd().showAxes())
{
const char* g_AxisName[3] = { "X", "Y", "Z" };
const std::string colourNameX = (_viewType == YZ) ? "axis_y" : "axis_x";
const std::string colourNameY = (_viewType == XY) ? "axis_y" : "axis_z";
const Vector3& colourX = GlobalColourSchemeManager().getColour(colourNameX);
const Vector3& colourY = GlobalColourSchemeManager().getColour(colourNameY);
// draw two lines with corresponding axis colors to highlight current view
// horizontal line: nDim1 color
glLineWidth(2);
glBegin( GL_LINES );
glColor3dv (colourX);
glVertex2f( _origin[nDim1] - w + 40 / _scale, _origin[nDim2] + h - 45 / _scale );
glVertex2f( _origin[nDim1] - w + 65 / _scale, _origin[nDim2] + h - 45 / _scale );
glVertex2f( 0, 0 );
glVertex2f( 32 / _scale, 0 );
glColor3dv (colourY);
glVertex2f( _origin[nDim1] - w + 40 / _scale, _origin[nDim2] + h - 45 / _scale );
glVertex2f( _origin[nDim1] - w + 40 / _scale, _origin[nDim2] + h - 20 / _scale );
glVertex2f( 0, 0 );
glVertex2f( 0, 32 / _scale );
glEnd();
glLineWidth(1);
// now print axis symbols
glColor3dv (colourX);
glRasterPos2f ( _origin[nDim1] - w + 55 / _scale, _origin[nDim2] + h - 55 / _scale );
_font->drawString(g_AxisName[nDim1]);
glRasterPos2f (28 / _scale, -10 / _scale );
_font->drawString(g_AxisName[nDim1]);
glColor3dv (colourY);
glRasterPos2f ( _origin[nDim1] - w + 25 / _scale, _origin[nDim2] + h - 30 / _scale );
_font->drawString(g_AxisName[nDim2]);
glRasterPos2f ( -10 / _scale, 28 / _scale );
_font->drawString(g_AxisName[nDim2]);
}
// show current work zone?
// the work zone is used to place dropped points and brushes
if (GlobalXYWnd().showWorkzone())
{
const selection::WorkZone& wz = GlobalSelectionSystem().getWorkZone();
if (wz.bounds.isValid())
{
glColor3dv(GlobalColourSchemeManager().getColour("workzone"));
glBegin( GL_LINES );
glVertex2f( xb, wz.min[nDim2] );
glVertex2f( xe, wz.min[nDim2] );
glVertex2f( xb, wz.max[nDim2] );
glVertex2f( xe, wz.max[nDim2] );
glVertex2f( wz.min[nDim1], yb );
glVertex2f( wz.min[nDim1], ye );
glVertex2f( wz.max[nDim1], yb );
glVertex2f( wz.max[nDim1], ye );
glEnd();
}
}
}
void XYWnd::drawBlockGrid()
{
// Do nothing if there is no worldspawn yet
Entity* worldSpawn = map::current::getWorldspawn();
if (!worldSpawn)
return;
// Set a default blocksize of 1024
int blockSize = GlobalXYWnd().defaultBlockSize();
// Check the worldspawn for a custom blocksize
assert(worldSpawn);
std::string sizeVal = worldSpawn->getKeyValue("_blocksize");
// Parse and set the custom blocksize if found
if (!sizeVal.empty()) {
blockSize = string::convert<int>(sizeVal);
}
float x, y, xb, xe, yb, ye;
char text[32];
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_1D);