diff options
author | Enrico Turri <enricoturri@seznam.cz> | 2019-04-24 17:01:27 +0300 |
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committer | Enrico Turri <enricoturri@seznam.cz> | 2019-04-24 17:01:27 +0300 |
commit | 9d070410c233cff14c84820e8b3b513824b92a6f (patch) | |
tree | 7e59f706381ad6670e959e263f470814d80fe199 /src/slic3r/GUI/GLSelectionRectangle.cpp | |
parent | d79a2b8d2d0ffd6019330c41e7bb8b1ee59a2f53 (diff) |
Refactoring of GLSelectionRectangle
Diffstat (limited to 'src/slic3r/GUI/GLSelectionRectangle.cpp')
-rw-r--r-- | src/slic3r/GUI/GLSelectionRectangle.cpp | 157 |
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 |