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authorEnrico Turri <enricoturri@seznam.cz>2019-04-24 17:01:27 +0300
committerEnrico Turri <enricoturri@seznam.cz>2019-04-24 17:01:27 +0300
commit9d070410c233cff14c84820e8b3b513824b92a6f (patch)
tree7e59f706381ad6670e959e263f470814d80fe199 /src/slic3r/GUI/GLSelectionRectangle.cpp
parentd79a2b8d2d0ffd6019330c41e7bb8b1ee59a2f53 (diff)
Refactoring of GLSelectionRectangle
Diffstat (limited to 'src/slic3r/GUI/GLSelectionRectangle.cpp')
-rw-r--r--src/slic3r/GUI/GLSelectionRectangle.cpp157
1 files changed, 80 insertions, 77 deletions
diff --git a/src/slic3r/GUI/GLSelectionRectangle.cpp b/src/slic3r/GUI/GLSelectionRectangle.cpp
index 39b92ff8f..03ee7e1f6 100644
--- a/src/slic3r/GUI/GLSelectionRectangle.cpp
+++ b/src/slic3r/GUI/GLSelectionRectangle.cpp
@@ -1,116 +1,119 @@
#include "GLSelectionRectangle.hpp"
#include "Camera.hpp"
#include "3DScene.hpp"
+#include "GLCanvas3D.hpp"
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
-void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, float width, float height, EState status)
-{
- if (is_dragging() || status == Off)
- return;
-
- m_width = width;
- m_height = height;
- m_status = status;
- m_start_corner = mouse_position;
- m_end_corner = mouse_position;
-}
+ void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
+ {
+ if (is_dragging() || (state == Off))
+ return;
+ m_state = state;
+ m_start_corner = mouse_position;
+ m_end_corner = mouse_position;
+ }
+ void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
+ {
+ if (!is_dragging())
+ return;
-void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
-{
- if (is_dragging())
m_end_corner = mouse_position;
-}
+ }
+ std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
+ {
+ std::vector<unsigned int> out;
+ if (!is_dragging())
+ return out;
-std::vector<unsigned int> GLSelectionRectangle::end_dragging(const Camera& camera, const std::vector<Vec3d>& points)
-{
- if (!is_dragging())
- return std::vector<unsigned int>();
+ m_state = Off;
- m_status = Off;
- std::vector<unsigned int> out;
+ const Camera& camera = canvas.get_camera();
+ const std::array<int, 4>& viewport = camera.get_viewport();
+ const Transform3d& modelview_matrix = camera.get_view_matrix();
+ const Transform3d& projection_matrix = camera.get_projection_matrix();
- const std::array<int, 4>& viewport = camera.get_viewport();
- const Transform3d& modelview_matrix = camera.get_view_matrix();
- const Transform3d& projection_matrix = camera.get_projection_matrix();
+ // bounding box created from the rectangle corners - will take care of order of the corners
+ BoundingBox rectangle(Points{ Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>()) });
- // bounding box created from the rectangle corners - will take care of order of the corners
- BoundingBox rectangle(Points{Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>())});
+ // Iterate over all points and determine whether they're in the rectangle.
+ for (unsigned int i = 0; i<points.size(); ++i) {
+ const Vec3d& point = points[i];
+ GLdouble out_x, out_y, out_z;
+ ::gluProject((GLdouble)point(0), (GLdouble)point(1), (GLdouble)point(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
+ out_y = canvas.get_canvas_size().get_height() - out_y;
- // Iterate over all points and determine whether they're in the rectangle.
- for (unsigned int i=0; i<points.size(); ++i) {
- const Vec3d& point = points[i];
- GLdouble out_x, out_y, out_z;
- ::gluProject((GLdouble)point(0), (GLdouble)point(1), (GLdouble)point(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
- out_y = m_height - out_y;
+ if (rectangle.contains(Point(out_x, out_y)))
+ out.push_back(i);
+ }
- if (rectangle.contains(Point(out_x, out_y)))
- out.push_back(i);
+ return out;
}
- return out;
-}
+ void GLSelectionRectangle::stop_dragging()
+ {
+ if (!is_dragging())
+ return;
+ m_state = Off;
+ }
+ void GLSelectionRectangle::render(const GLCanvas3D& canvas) const
+ {
+ if (!is_dragging())
+ return;
-void GLSelectionRectangle::render() const
-{
- float render_color[3];
+ float zoom = canvas.get_camera().zoom;
+ float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
- switch (m_status) {
- case Off : return;
- case SlaSelect : render_color[0] = 0.f;
- render_color[1] = 1.f;
- render_color[2] = 0.f;
- break;
- case SlaDeselect : render_color[0] = 1.f;
- render_color[1] = 0.3f;
- render_color[2] = 0.3f;
- break;
- }
+ Size cnv_size = canvas.get_canvas_size();
+ float cnv_half_width = 0.5f * (float)cnv_size.get_width();
+ float cnv_half_height = 0.5f * (float)cnv_size.get_height();
+ if ((cnv_half_width == 0.0f) || (cnv_half_height == 0.0f))
+ return;
- glsafe(::glColor3fv(render_color));
- glsafe(::glLineWidth(1.5f));
+ Vec2d start(m_start_corner(0) - cnv_half_width, cnv_half_height - m_start_corner(1));
+ Vec2d end(m_end_corner(0) - cnv_half_width, cnv_half_height - m_end_corner(1));
- glsafe(::glPushAttrib(GL_TRANSFORM_BIT)); // remember current MatrixMode
+ float left = (float)std::min(start(0), end(0)) * inv_zoom;
+ float top = (float)std::max(start(1), end(1)) * inv_zoom;
+ float right = (float)std::max(start(0), end(0)) * inv_zoom;
+ float bottom = (float)std::min(start(1), end(1)) * inv_zoom;
- glsafe(::glMatrixMode(GL_MODELVIEW)); // cache modelview matrix and set to identity
- glsafe(::glPushMatrix());
- glsafe(::glLoadIdentity());
+ glsafe(::glLineWidth(1.5f));
+ float color[3];
+ color[0] = (m_state == Select) ? 0.3f : 1.0f;
+ color[1] = (m_state == Select) ? 1.0f : 0.3f;
+ color[2] = 0.3f;
+ glsafe(::glColor3fv(color));
- glsafe(::glMatrixMode(GL_PROJECTION)); // cache projection matrix and set to identity
- glsafe(::glPushMatrix());
- glsafe(::glLoadIdentity());
+ glsafe(::glDisable(GL_DEPTH_TEST));
- glsafe(::glOrtho(0.f, m_width, m_height, 0.f, -1.f, 1.f)); // set projection matrix so that world coords = window coords
+ glsafe(::glPushMatrix());
+ glsafe(::glLoadIdentity());
- // render the selection rectangle (window coordinates):
- glsafe(::glPushAttrib(GL_ENABLE_BIT));
- glsafe(::glLineStipple(4, 0xAAAA));
- glsafe(::glEnable(GL_LINE_STIPPLE));
+ glsafe(::glPushAttrib(GL_ENABLE_BIT));
+ glsafe(::glLineStipple(4, 0xAAAA));
+ glsafe(::glEnable(GL_LINE_STIPPLE));
- ::glBegin(GL_LINE_LOOP);
- ::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
- ::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
- ::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
- ::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
- glsafe(::glEnd());
- glsafe(::glPopAttrib());
+ ::glBegin(GL_LINE_LOOP);
+ ::glVertex2f((GLfloat)left, (GLfloat)bottom);
+ ::glVertex2f((GLfloat)right, (GLfloat)bottom);
+ ::glVertex2f((GLfloat)right, (GLfloat)top);
+ ::glVertex2f((GLfloat)left, (GLfloat)top);
+ glsafe(::glEnd());
- glsafe(::glPopMatrix()); // restore former projection matrix
- glsafe(::glMatrixMode(GL_MODELVIEW));
- glsafe(::glPopMatrix()); // restore former modelview matrix
- glsafe(::glPopAttrib()); // restore former MatrixMode
-
-}
+ glsafe(::glPopAttrib());
+ glsafe(::glPopMatrix());
+ }
} // namespace GUI
} // namespace Slic3r