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Larry Price
gmsh
Commits
b47f4370
Commit
b47f4370
authored
12 years ago
by
Christophe Geuzaine
Browse files
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Plain Diff
experiment with tooltips instead of status bar for entity info
parent
aa37d5b6
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1
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1 changed file
Fltk/openglWindow.cpp
+68
-54
68 additions, 54 deletions
Fltk/openglWindow.cpp
with
68 additions
and
54 deletions
Fltk/openglWindow.cpp
+
68
−
54
View file @
b47f4370
...
...
@@ -17,7 +17,8 @@
#include
"FlGui.h"
#include
"drawContext.h"
#include
"Context.h"
#include
<FL/Fl_Tooltip.H>
static
void
lassoZoom
(
drawContext
*
ctx
,
mousePosition
&
click1
,
mousePosition
&
click2
)
{
if
(
click1
.
win
[
0
]
==
click2
.
win
[
0
]
||
click1
.
win
[
1
]
==
click2
.
win
[
1
])
return
;
...
...
@@ -25,7 +26,7 @@ static void lassoZoom(drawContext *ctx, mousePosition &click1, mousePosition &cl
ctx
->
s
[
0
]
*=
(
double
)
ctx
->
viewport
[
2
]
/
(
click2
.
win
[
0
]
-
click1
.
win
[
0
]);
ctx
->
s
[
1
]
*=
(
double
)
ctx
->
viewport
[
3
]
/
(
click2
.
win
[
1
]
-
click1
.
win
[
1
]);
ctx
->
s
[
2
]
=
std
::
min
(
ctx
->
s
[
0
],
ctx
->
s
[
1
]);
// bof...
// recenter around the center of the lasso rectangle
mousePosition
tmp
(
click1
);
tmp
.
wnr
[
0
]
=
0.5
*
(
click1
.
wnr
[
0
]
+
click2
.
wnr
[
0
]);
...
...
@@ -34,7 +35,7 @@ static void lassoZoom(drawContext *ctx, mousePosition &click1, mousePosition &cl
ctx
->
initPosition
();
drawContext
::
global
()
->
draw
();
FlGui
::
instance
()
->
manip
->
update
();
FlGui
::
instance
()
->
manip
->
update
();
}
openglWindow
::
openglWindow
(
int
x
,
int
y
,
int
w
,
int
h
,
const
char
*
l
)
...
...
@@ -51,24 +52,24 @@ openglWindow::openglWindow(int x, int y, int w, int h, const char *l)
}
openglWindow
::~
openglWindow
()
{
{
delete
_ctx
;
}
void
openglWindow
::
_drawScreenMessage
()
{
if
(
screenMessage
[
0
].
empty
()
&&
screenMessage
[
1
].
empty
())
if
(
screenMessage
[
0
].
empty
()
&&
screenMessage
[
1
].
empty
())
return
;
glColor4ubv
((
GLubyte
*
)
&
CTX
::
instance
()
->
color
.
text
);
drawContext
::
global
()
->
setFont
(
CTX
::
instance
()
->
glFontEnum
,
drawContext
::
global
()
->
setFont
(
CTX
::
instance
()
->
glFontEnum
,
CTX
::
instance
()
->
glFontSize
);
double
h
=
drawContext
::
global
()
->
getStringHeight
();
if
(
screenMessage
[
0
].
size
()){
const
char
*
txt
=
screenMessage
[
0
].
c_str
();
double
w
=
drawContext
::
global
()
->
getStringWidth
(
txt
);
glRasterPos2d
(
_ctx
->
viewport
[
2
]
/
2.
-
w
/
2.
,
glRasterPos2d
(
_ctx
->
viewport
[
2
]
/
2.
-
w
/
2.
,
_ctx
->
viewport
[
3
]
-
1.2
*
h
);
drawContext
::
global
()
->
drawString
(
txt
);
}
...
...
@@ -124,7 +125,7 @@ void openglWindow::draw()
glViewport
(
_ctx
->
viewport
[
0
],
_ctx
->
viewport
[
1
],
_ctx
->
viewport
[
2
],
_ctx
->
viewport
[
3
]);
if
(
lassoMode
)
{
if
(
lassoMode
)
{
// draw the zoom or selection lasso on top of the current scene
// (without using overlays!)
glMatrixMode
(
GL_PROJECTION
);
...
...
@@ -163,21 +164,21 @@ void openglWindow::draw()
glEnable
(
GL_DEPTH_TEST
);
glDrawBuffer
(
GL_BACK
);
}
else
if
(
addPointMode
)
{
else
if
(
addPointMode
)
{
// draw the whole scene and the point to add
if
(
CTX
::
instance
()
->
fastRedraw
)
{
CTX
::
instance
()
->
mesh
.
draw
=
0
;
CTX
::
instance
()
->
post
.
draw
=
0
;
}
glClearColor
((
GLclampf
)(
CTX
::
instance
()
->
unpackRed
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackGreen
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackBlue
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackBlue
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
0.0
F
);
glClear
(
GL_DEPTH_BUFFER_BIT
|
GL_COLOR_BUFFER_BIT
);
_ctx
->
draw3d
();
glColor4ubv
((
GLubyte
*
)
&
CTX
::
instance
()
->
color
.
fg
);
glPointSize
((
float
)
CTX
::
instance
()
->
geom
.
pointSize
);
...
...
@@ -198,18 +199,18 @@ void openglWindow::draw()
glClearColor
((
GLclampf
)(
CTX
::
instance
()
->
unpackRed
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackGreen
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackBlue
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
(
GLclampf
)(
CTX
::
instance
()
->
unpackBlue
(
CTX
::
instance
()
->
color
.
bg
)
/
255.
),
0.0
F
);
glClear
(
GL_DEPTH_BUFFER_BIT
|
GL_COLOR_BUFFER_BIT
);
if
(
CTX
::
instance
()
->
camera
&&
!
CTX
::
instance
()
->
stereo
){
Camera
*
cam
=
&
(
_ctx
->
camera
);
if
(
!
cam
->
on
)
cam
->
init
();
cam
->
giveViewportDimension
(
_ctx
->
viewport
[
2
],
_ctx
->
viewport
[
3
]);
cam
->
giveViewportDimension
(
_ctx
->
viewport
[
2
],
_ctx
->
viewport
[
3
]);
glMatrixMode
(
GL_PROJECTION
);
glLoadIdentity
();
glFrustum
(
cam
->
glFleft
,
cam
->
glFright
,
cam
->
glFbottom
,
cam
->
glFtop
,
cam
->
glFnear
,
cam
->
glFfar
);
cam
->
glFtop
,
cam
->
glFnear
,
cam
->
glFfar
);
glMatrixMode
(
GL_MODELVIEW
);
glLoadIdentity
();
glDrawBuffer
(
GL_BACK
);
...
...
@@ -217,7 +218,7 @@ void openglWindow::draw()
glLoadIdentity
();
gluLookAt
(
cam
->
position
.
x
,
cam
->
position
.
y
,
cam
->
position
.
z
,
cam
->
target
.
x
,
cam
->
target
.
y
,
cam
->
target
.
z
,
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
_ctx
->
draw3d
();
_ctx
->
draw2d
();
_drawScreenMessage
();
...
...
@@ -243,7 +244,7 @@ void openglWindow::draw()
glLoadIdentity
();
gluLookAt
(
cam
->
position
.
x
+
eye
.
x
,
cam
->
position
.
y
+
eye
.
y
,
cam
->
position
.
z
+
eye
.
z
,
cam
->
target
.
x
+
eye
.
x
,
cam
->
target
.
y
+
eye
.
y
,
cam
->
target
.
z
+
eye
.
z
,
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
_ctx
->
draw3d
();
_ctx
->
draw2d
();
_drawScreenMessage
();
...
...
@@ -256,14 +257,14 @@ void openglWindow::draw()
top
=
cam
->
wd2
;
bottom
=
-
cam
->
wd2
;
glFrustum
(
left
,
right
,
bottom
,
top
,
cam
->
glFnear
,
cam
->
glFfar
);
glMatrixMode
(
GL_MODELVIEW
);
glDrawBuffer
(
GL_BACK_LEFT
);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glLoadIdentity
();
gluLookAt
(
cam
->
position
.
x
-
eye
.
x
,
cam
->
position
.
y
-
eye
.
y
,
cam
->
position
.
z
-
eye
.
z
,
cam
->
target
.
x
-
eye
.
x
,
cam
->
target
.
y
-
eye
.
y
,
cam
->
target
.
z
-
eye
.
z
,
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
cam
->
up
.
x
,
cam
->
up
.
y
,
cam
->
up
.
z
);
_ctx
->
draw3d
();
_ctx
->
draw2d
();
_drawScreenMessage
();
...
...
@@ -301,12 +302,12 @@ int openglWindow::handle(int event)
if
(
FlGui
::
instance
()
->
testArrowShortcuts
())
return
1
;
return
Fl_Gl_Window
::
handle
(
event
);
case
FL_PUSH
:
_setLastHandled
(
this
);
take_focus
();
// force keyboard focus when we click in the window
_curr
.
set
(
_ctx
,
Fl
::
event_x
(),
Fl
::
event_y
());
if
(
Fl
::
event_button
()
==
1
&&
if
(
Fl
::
event_button
()
==
1
&&
!
Fl
::
event_state
(
FL_SHIFT
)
&&
!
Fl
::
event_state
(
FL_ALT
))
{
if
(
!
lassoMode
&&
Fl
::
event_state
(
FL_CTRL
))
{
lassoMode
=
true
;
...
...
@@ -325,7 +326,7 @@ int openglWindow::handle(int event)
}
else
{
if
(
CTX
::
instance
()
->
camera
){
Camera
*
cam
=
&
(
_ctx
->
camera
);
Camera
*
cam
=
&
(
_ctx
->
camera
);
double
dy
=
fabs
(
-
_click
.
win
[
1
]
+
_curr
.
win
[
1
]);
double
dx
=
fabs
(
-
_click
.
win
[
0
]
+
_curr
.
win
[
0
]);
double
factx
=
w
()
/
fabs
(
dx
);
...
...
@@ -335,8 +336,8 @@ int openglWindow::handle(int event)
double
y_med
=
(
_click
.
win
[
1
]
+
_curr
.
win
[
1
])
/
2.
;
double
theta_x
=
.96
*
cam
->
radians
*
(
w
()
/
2
-
x_med
)
*
2.
/
h
();
double
theta_y
=
.96
*
cam
->
radians
*
(
h
()
/
2
-
y_med
)
*
2.
/
h
();
cam
->
moveRight
(
theta_x
);
cam
->
moveUp
(
theta_y
);
cam
->
moveRight
(
theta_x
);
cam
->
moveUp
(
theta_y
);
_ctx
->
camera
.
zoom
(
fact
);
_ctx
->
camera
.
update
();
redraw
();
...
...
@@ -355,7 +356,7 @@ int openglWindow::handle(int event)
_trySelectionXYWH
[
3
]
=
5
;
}
}
else
if
(
Fl
::
event_button
()
==
2
||
else
if
(
Fl
::
event_button
()
==
2
||
(
Fl
::
event_button
()
==
1
&&
Fl
::
event_state
(
FL_SHIFT
)))
{
if
(
!
lassoMode
&&
Fl
::
event_state
(
FL_CTRL
))
{
// make zoom isotropic
...
...
@@ -424,14 +425,14 @@ int openglWindow::handle(int event)
fact
=
((
dy
>
0
)
?
fact
:
1.
/
fact
);
_ctx
->
camera
.
zoom
(
fact
);
_ctx
->
camera
.
update
();
redraw
();
redraw
();
}
else
{
_ctx
->
s
[
0
]
*=
((
dy
>
0
)
?
fact
:
1.
/
fact
);
_ctx
->
s
[
1
]
=
_ctx
->
s
[
0
];
_ctx
->
s
[
2
]
=
_ctx
->
s
[
0
];
_prev
.
recenter
(
_ctx
);
redraw
();
redraw
();
}
}
FlGui
::
instance
()
->
manip
->
update
();
...
...
@@ -448,14 +449,14 @@ int openglWindow::handle(int event)
else
{
if
(
Fl
::
event_state
(
FL_META
))
{
// will try to select or unselect entities on the fly
_trySelection
=
Fl
::
event_state
(
FL_SHIFT
)
?
-
1
:
1
;
_trySelection
=
Fl
::
event_state
(
FL_SHIFT
)
?
-
1
:
1
;
_trySelectionXYWH
[
0
]
=
(
int
)
_curr
.
win
[
0
];
_trySelectionXYWH
[
1
]
=
(
int
)
_curr
.
win
[
1
];
_trySelectionXYWH
[
2
]
=
5
;
_trySelectionXYWH
[
3
]
=
5
;
}
// (m1) and (!shift) and (!alt) => rotation
else
if
(
Fl
::
event_button
()
==
1
&&
else
if
(
Fl
::
event_button
()
==
1
&&
!
Fl
::
event_state
(
FL_SHIFT
)
&&
!
Fl
::
event_state
(
FL_ALT
))
{
if
(
CTX
::
instance
()
->
useTrackball
)
_ctx
->
addQuaternion
((
2.
*
_prev
.
win
[
0
]
-
w
())
/
w
(),
...
...
@@ -480,8 +481,8 @@ int openglWindow::handle(int event)
_ctx
->
camera
.
zoom
(
fact
);
_ctx
->
camera
.
update
();
redraw
();
}
else
{
}
else
{
// move in y greater than move in x
if
(
fabs
(
dy
)
>
fabs
(
dx
))
{
double
fact
=
(
CTX
::
instance
()
->
zoomFactor
*
fabs
(
dy
)
+
h
())
/
(
double
)
h
();
...
...
@@ -497,15 +498,15 @@ int openglWindow::handle(int event)
// other case => translation
else
{
if
(
CTX
::
instance
()
->
camera
){
Camera
*
cam
=
&
(
_ctx
->
camera
);
double
theta_x
=
cam
->
radians
*
(
-
(
double
)
_prev
.
win
[
0
]
+
Camera
*
cam
=
&
(
_ctx
->
camera
);
double
theta_x
=
cam
->
radians
*
(
-
(
double
)
_prev
.
win
[
0
]
+
(
double
)
_curr
.
win
[
0
])
*
2.
/
h
();
double
theta_y
=
cam
->
radians
*
(
-
(
double
)
_prev
.
win
[
1
]
+
(
double
)
_curr
.
win
[
1
])
*
2.
/
h
();
cam
->
moveRight
(
theta_x
);
cam
->
moveUp
(
theta_y
);
}
else
{
cam
->
moveRight
(
theta_x
);
cam
->
moveUp
(
theta_y
);
}
else
{
_ctx
->
t
[
0
]
+=
(
_curr
.
wnr
[
0
]
-
_click
.
wnr
[
0
]);
_ctx
->
t
[
1
]
+=
(
_curr
.
wnr
[
1
]
-
_click
.
wnr
[
1
]);
_ctx
->
t
[
2
]
=
0.
;
...
...
@@ -534,7 +535,7 @@ int openglWindow::handle(int event)
double
p
[
3
],
d
[
3
];
_ctx
->
unproject
(
_curr
.
win
[
0
],
_curr
.
win
[
1
],
p
,
d
);
// find closest point to the center of gravity
double
r
[
3
]
=
{
CTX
::
instance
()
->
cg
[
0
]
-
p
[
0
],
CTX
::
instance
()
->
cg
[
1
]
-
p
[
1
],
double
r
[
3
]
=
{
CTX
::
instance
()
->
cg
[
0
]
-
p
[
0
],
CTX
::
instance
()
->
cg
[
1
]
-
p
[
1
],
CTX
::
instance
()
->
cg
[
2
]
-
p
[
2
]},
t
;
prosca
(
r
,
d
,
&
t
);
for
(
int
i
=
0
;
i
<
3
;
i
++
){
...
...
@@ -548,11 +549,11 @@ int openglWindow::handle(int event)
}
}
char
str
[
32
];
sprintf
(
str
,
"%g"
,
_point
[
0
]);
sprintf
(
str
,
"%g"
,
_point
[
0
]);
FlGui
::
instance
()
->
geoContext
->
input
[
2
]
->
value
(
str
);
sprintf
(
str
,
"%g"
,
_point
[
1
]);
sprintf
(
str
,
"%g"
,
_point
[
1
]);
FlGui
::
instance
()
->
geoContext
->
input
[
3
]
->
value
(
str
);
sprintf
(
str
,
"%g"
,
_point
[
2
]);
sprintf
(
str
,
"%g"
,
_point
[
2
]);
FlGui
::
instance
()
->
geoContext
->
input
[
4
]
->
value
(
str
);
redraw
();
}
...
...
@@ -563,12 +564,12 @@ int openglWindow::handle(int event)
std
::
vector
<
GFace
*>
faces
;
std
::
vector
<
GRegion
*>
regions
;
std
::
vector
<
MElement
*>
elements
;
bool
res
=
_select
(
_selection
,
false
,
CTX
::
instance
()
->
mouseHoverMeshes
,
bool
res
=
_select
(
_selection
,
false
,
CTX
::
instance
()
->
mouseHoverMeshes
,
(
int
)
_curr
.
win
[
0
],
(
int
)
_curr
.
win
[
1
],
5
,
5
,
vertices
,
edges
,
faces
,
regions
,
elements
);
if
((
_selection
==
ENT_ALL
&&
res
)
||
(
_selection
==
ENT_POINT
&&
vertices
.
size
())
||
(
_selection
==
ENT_LINE
&&
edges
.
size
())
||
(
_selection
==
ENT_LINE
&&
edges
.
size
())
||
(
_selection
==
ENT_SURFACE
&&
faces
.
size
())
||
(
_selection
==
ENT_VOLUME
&&
regions
.
size
()))
cursor
(
FL_CURSOR_CROSS
,
FL_BLACK
,
FL_WHITE
);
...
...
@@ -580,9 +581,22 @@ int openglWindow::handle(int event)
else
if
(
faces
.
size
())
ge
=
faces
[
0
];
else
if
(
regions
.
size
())
ge
=
regions
[
0
];
MElement
*
me
=
elements
.
size
()
?
elements
[
0
]
:
0
;
Msg
::
StatusBar
(
2
,
false
,
"%s %s"
,
ge
?
ge
->
getInfoString
().
c_str
()
:
""
,
me
?
me
->
getInfoString
().
c_str
()
:
""
);
static
char
text
[
1024
]
=
""
;
sprintf
(
text
,
"%s %s"
,
ge
?
ge
->
getInfoString
().
c_str
()
:
""
,
me
?
me
->
getInfoString
().
c_str
()
:
""
);
#if 0
Fl_Tooltip::exit(0);
double d1 = Fl_Tooltip::delay();
double d2 = Fl_Tooltip::hoverdelay();
Fl_Tooltip::delay(0);
Fl_Tooltip::hoverdelay(0);
if(strlen(text) > 3)
Fl_Tooltip::enter_area(this, _curr.win[0], _curr.win[1], 100, 50, text);
Fl_Tooltip::delay(d1);
Fl_Tooltip::hoverdelay(d2);
#else
Msg
::
StatusBar
(
2
,
false
,
text
);
#endif
}
}
_prev
.
set
(
_ctx
,
Fl
::
event_x
(),
Fl
::
event_y
());
...
...
@@ -593,7 +607,7 @@ int openglWindow::handle(int event)
}
}
bool
openglWindow
::
_select
(
int
type
,
bool
multiple
,
bool
mesh
,
bool
openglWindow
::
_select
(
int
type
,
bool
multiple
,
bool
mesh
,
int
x
,
int
y
,
int
w
,
int
h
,
std
::
vector
<
GVertex
*>
&
vertices
,
std
::
vector
<
GEdge
*>
&
edges
,
...
...
@@ -607,20 +621,20 @@ bool openglWindow::_select(int type, bool multiple, bool mesh,
if
(
_lock
)
return
false
;
_lock
=
true
;
make_current
();
bool
ret
=
_ctx
->
select
(
type
,
multiple
,
mesh
,
x
,
y
,
w
,
h
,
bool
ret
=
_ctx
->
select
(
type
,
multiple
,
mesh
,
x
,
y
,
w
,
h
,
vertices
,
edges
,
faces
,
regions
,
elements
);
_lock
=
false
;
return
ret
;
}
char
openglWindow
::
selectEntity
(
int
type
,
char
openglWindow
::
selectEntity
(
int
type
,
std
::
vector
<
GVertex
*>
&
vertices
,
std
::
vector
<
GEdge
*>
&
edges
,
std
::
vector
<
GFace
*>
&
faces
,
std
::
vector
<
GRegion
*>
&
regions
,
std
::
vector
<
MElement
*>
&
elements
)
{
// force keyboard focus in GL window
// force keyboard focus in GL window
take_focus
();
_selection
=
type
;
_trySelection
=
0
;
...
...
@@ -668,7 +682,7 @@ char openglWindow::selectEntity(int type,
}
else
if
(
_select
(
_selection
,
multi
,
true
,
_trySelectionXYWH
[
0
],
_trySelectionXYWH
[
1
],
_trySelectionXYWH
[
2
],
_trySelectionXYWH
[
3
],
vertices
,
edges
,
faces
,
_trySelectionXYWH
[
3
],
vertices
,
edges
,
faces
,
regions
,
elements
)){
_selection
=
ENT_NONE
;
selectionMode
=
false
;
...
...
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