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/*
glui.c
Nate Robins, 1997.
OpenGL based user interface.
*/
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#define GLUI_BORDER 3
#define GLUI_KNOB 40
#define GLUI_RAISED 1
#define GLUI_SUNKEN 0
#define GLUI_HORIZONTAL 0
#define GLUI_VERTICAL 1
#define GLUI_LESS -1
#define GLUI_HIT 0
#define GLUI_MORE 1
#define GLUI_HILITE 0.15
typedef struct _GLUIslider {
int type; /* vertical/horizontal */
int parent; /* parent of this slider */
int window; /* this sliders window */
int win_x; /* slider window x (parent relative) */
int win_y; /* slider window y (parent relative) */
int win_w; /* slider window width */
int win_h; /* slider window height */
int length; /* length of the slider in pixels */
int knob; /* position of the knob in pixels */
int lit; /* currently lit? */
void (*update)(float); /* callback for updating (returns %) */
struct _GLUIslider* next;
} GLUIslider;
static GLUIslider* _gluiSliders = NULL;
static GLUIslider* _gluiHit = NULL;
static GLUIslider*
_gluiCurrentSlider(void)
{
GLUIslider* slider = _gluiSliders;
int window = glutGetWindow();
while(slider) {
if (slider->window == window)
break;
slider = slider->next;
}
if (!slider)
printf("glui: _gluiCurrentSlider() failed!\n");
return slider;
}
static void
_gluiEmboss(int raised, int lit, int x, int y, int width, int height)
{
int i;
float c;
for (i = 0; i < GLUI_BORDER; i++) {
c = (float)i / (GLUI_BORDER * 5) + (lit ? GLUI_HILITE : 0.0);
if (raised)
glColor3f(0.275+c, 0.2+c, 0.2+c);
else
glColor3f(0.875-c, 0.8-c, 0.8-c);
glBegin(GL_LINE_STRIP);
glVertex2f(x+i+1, y+i);
glVertex2f(x+width-i-1, y+i);
glVertex2f(x+width-i-1, y+height-i);
glEnd();
}
for (i = 0; i < GLUI_BORDER; i++) {
c = (float)i / (GLUI_BORDER * 5);
if (raised)
glColor3f(0.875-c, 0.8-c, 0.8-c);
else
glColor3f(0.275+c, 0.2+c, 0.2+c);
glBegin(GL_LINE_STRIP);
glVertex2f(x+i, y+i);
glVertex2f(x+i, y+height-i-1);
glVertex2f(x+width-i-1, y+height-i-1);
glEnd();
}
c = lit ? GLUI_HILITE : 0.0;
if (raised)
glColor3f(0.575+c, 0.5+c, 0.5+c);
else
glColor3f(0.475+c, 0.3+c, 0.3+c);
glRectf(x+i, y+i, x+width-i, y+height-i);
}
static void
_gluiDisplay(void)
{
int lit;
GLUIslider* slider = _gluiCurrentSlider();
lit = slider->lit ? GLUI_HILITE : 0.0;
glClear(GL_COLOR_BUFFER_BIT);
if (slider->type == GLUI_HORIZONTAL) {
_gluiEmboss(GLUI_SUNKEN, 0, /* never lit */
0, 0, slider->length, slider->win_h);
_gluiEmboss(GLUI_RAISED, slider->lit,
slider->knob - GLUI_KNOB/2, GLUI_BORDER,
GLUI_KNOB + GLUI_BORDER, slider->win_h - GLUI_BORDER*2);
/* XXX why is it GLUI_KNOB+GLUI_BORDER ? */
glColor3f(0.975+lit, 0.9+lit, 0.9+lit);
glBegin(GL_LINES);
glVertex2f(slider->knob-2, GLUI_BORDER*2-1);
glVertex2f(slider->knob-2, slider->win_h-GLUI_BORDER*2+1);
glVertex2f(slider->knob+1, GLUI_BORDER*2-1);
glVertex2f(slider->knob+1, slider->win_h-GLUI_BORDER*2+1);
glVertex2f(slider->knob+4, GLUI_BORDER*2-1);
glVertex2f(slider->knob+4, slider->win_h-GLUI_BORDER*2+1);
glEnd();
glColor3f(0.175+lit, 0.1+lit, 0.1+lit);
glBegin(GL_LINES);
glVertex2f(slider->knob-3, GLUI_BORDER*2-1);
glVertex2f(slider->knob-3, slider->win_h-GLUI_BORDER*2+1);
glVertex2f(slider->knob+0, GLUI_BORDER*2-1);
glVertex2f(slider->knob+0, slider->win_h-GLUI_BORDER*2+1);
glVertex2f(slider->knob+3, GLUI_BORDER*2-1);
glVertex2f(slider->knob+3, slider->win_h-GLUI_BORDER*2+1);
glEnd();
} else {
_gluiEmboss(GLUI_SUNKEN, 0, /* never lit */
0, 0, slider->win_w, slider->length);
_gluiEmboss(GLUI_RAISED, slider->lit,
GLUI_BORDER, slider->knob - GLUI_KNOB/2,
slider->win_w - GLUI_BORDER*2, GLUI_KNOB + GLUI_BORDER);
/* XXX why is it GLUI_KNOB+GLUI_BORDER ? */
glColor3f(0.175+lit, 0.1+lit, 0.1+lit);
glBegin(GL_LINES);
glVertex2f(GLUI_BORDER*2-1, slider->knob-2);
glVertex2f(slider->win_w-GLUI_BORDER*2+1, slider->knob-2);
glVertex2f(GLUI_BORDER*2-1, slider->knob+1);
glVertex2f(slider->win_w-GLUI_BORDER*2+1, slider->knob+1);
glVertex2f(GLUI_BORDER*2-1, slider->knob+4);
glVertex2f(slider->win_w-GLUI_BORDER*2+1, slider->knob+4);
glEnd();
glColor3f(0.975+lit, 0.9+lit, 0.9+lit);
glBegin(GL_LINES);
glVertex2f(GLUI_BORDER*2-1, slider->knob-3);
glVertex2f(slider->win_w-GLUI_BORDER*2+1, slider->knob-3);
glVertex2f(GLUI_BORDER*2-1, slider->knob+0);
glVertex2f(slider->win_w-GLUI_BORDER*2+1, slider->knob+0);
glVertex2f(GLUI_BORDER*2-1, slider->knob+3);
glVertex2f(slider->win_w-GLUI_BORDER*2+1, slider->knob+3);
glEnd();
}
glutSwapBuffers();
}
static int
_gluiHitKnob(GLUIslider* slider, int x, int y)
{
if (slider->type == GLUI_HORIZONTAL) {
/* we know that we don't have to test the y coordinate because
the mouse came down in the window (this means that they can
hit the borders and still move the knob, but that's okay).
*/
if (x > slider->knob - GLUI_KNOB/2 && x < slider->knob + GLUI_KNOB/2)
return GLUI_HIT;
else if (x < slider->knob)
return GLUI_LESS;
else
return GLUI_MORE;
} else {
/* we know that we don't have to test the x coordinate because
the mouse came down in the window (this means that they can
hit the borders and still move the knob, but that's okay).
*/
if (y > slider->knob - GLUI_KNOB/2 && y < slider->knob + GLUI_KNOB/2)
return GLUI_HIT;
else if (y < slider->knob)
return GLUI_LESS;
else
return GLUI_MORE;
}
}
static void
_gluiConstrainKnob(GLUIslider* slider)
{
if (slider->knob > slider->length - GLUI_BORDER*2 - GLUI_KNOB/2)
slider->knob = slider->length - GLUI_BORDER*2 - GLUI_KNOB/2;
else if (slider->knob < GLUI_BORDER + GLUI_KNOB/2)
slider->knob = GLUI_BORDER + GLUI_KNOB/2;
}
static float
_gluiKnobPercent(GLUIslider* slider)
{
return (float)(slider->knob - GLUI_KNOB/2 - GLUI_BORDER) /
(slider->length - GLUI_BORDER*3 - GLUI_KNOB);
}
static int
_gluiKnobPosition(GLUIslider* slider, float percent)
{
return GLUI_BORDER + GLUI_KNOB/2 + percent *
(slider->length - GLUI_BORDER*3 - GLUI_KNOB);
}
static int _gluiX;
static int _gluiY;
static int _gluiMouseDown;
static void
_gluiTimer(int value)
{
GLUIslider* slider = (GLUIslider*)value;
float percent;
percent = _gluiKnobPercent(slider);
if (_gluiMouseDown != 0 && percent > 0.0 && percent < 1.0) {
if (_gluiMouseDown == GLUI_LESS) {
slider->knob -= slider->length / 25.0;
_gluiConstrainKnob(slider);
} else {
slider->knob += slider->length / 25.0;
_gluiConstrainKnob(slider);
}
glutSetWindow(slider->window);
glutPostRedisplay();
slider->update(_gluiKnobPercent(slider));
glutTimerFunc(20, _gluiTimer, (int)slider);
}
}
static void
_gluiConvertY(GLUIslider* slider, int* y)
{
if (slider->win_h < 0) {
glutSetWindow(slider->parent);
*y = glutGet(GLUT_WINDOW_HEIGHT) + slider->win_h - slider->win_y - *y;
glutSetWindow(slider->window);
} else {
*y = slider->win_h - *y;
}
}
/* ARGSUSED */
static void
_gluiMouse(int button, int state, int x, int y)
{
GLUIslider* slider = _gluiCurrentSlider();
int side;
_gluiConvertY(slider, &y);
_gluiX = x;
_gluiY = y;
_gluiHit = NULL;
_gluiMouseDown = GL_FALSE;
if (state == GLUT_DOWN) {
side = _gluiHitKnob(slider, x, y);
if (side == GLUI_HIT) {
_gluiHit = slider;
} else if (side == GLUI_LESS) {
slider->knob -= slider->length / 25.0;
_gluiConstrainKnob(slider);
} else {
slider->knob += slider->length / 25.0;
_gluiConstrainKnob(slider);
}
glutPostRedisplay();
slider->update(_gluiKnobPercent(slider));
_gluiMouseDown = side;
if (side != 0) {
glutTimerFunc(500, _gluiTimer, (int)slider);
}
} else {
slider->lit = GL_FALSE;
}
}
static void
_gluiMotion(int x, int y)
{
GLUIslider* slider = _gluiHit;
if (slider) {
_gluiConvertY(slider, &y);
if (slider->type == GLUI_HORIZONTAL) {
/* clamp the incoming old position, or else the knob will
possibly "jump" due to the false delta. */
if (_gluiX < GLUI_BORDER+1)
_gluiX = GLUI_BORDER+1;
if (_gluiX > slider->length - GLUI_BORDER*2)
_gluiX = slider->length - GLUI_BORDER*2;
/* we don't want to take any action if the mouse pointer
has moved passed the extents of the slider. */
if (x > GLUI_BORDER && x < slider->length - GLUI_BORDER*2) {
slider->knob -= _gluiX - x;
_gluiX = x;
}
} else {
/* clamp the incoming old position, or else the knob will
possibly "jump" due to the false delta. */
if (_gluiY < GLUI_BORDER+1)
_gluiY = GLUI_BORDER+1;
if (_gluiY > slider->length - GLUI_BORDER*2)
_gluiY = slider->length - GLUI_BORDER*2;
/* we don't want to take any action if the mouse pointer
has moved passed the extents of the slider. */
if (y > GLUI_BORDER && y < slider->length - GLUI_BORDER*2) {
slider->knob -= _gluiY - y;
_gluiY = y;
}
}
_gluiConstrainKnob(slider);
/* post a display _before_ updating the user, so that the knob
won't lag behind. */
glutPostRedisplay();
/* make sure to set the parent window current, otherwise if
there is OpenGL state being changed in the update callback,
it will be done to the sliders context! */
glutSetWindow(slider->parent);
slider->update(_gluiKnobPercent(slider));
}
}
static void
_gluiPassive(int x, int y)
{
GLUIslider* slider = _gluiCurrentSlider();
_gluiConvertY(slider, &y);
if (_gluiHitKnob(slider, x, y) == 0)
slider->lit = GL_TRUE;
else
slider->lit = GL_FALSE;
glutPostRedisplay();
}
/* ARGSUSED */
static void
_gluiEntry(int state)
{
GLUIslider* slider = _gluiCurrentSlider();
/* set the lit flag to false whether we are coming or going
because if we are doing either, we can't be on top of the knob! */
slider->lit = GL_FALSE;
glutPostRedisplay();
}
void
gluiReshape(int width, int height)
{
float percent;
int x, y, w, h;
GLUIslider* slider = _gluiSliders;
while (slider) {
/* we need to get the width and height of the parent, so set
it current. */
glutSetWindow(slider->parent);
/* all this mumbo jumbo takes care of the negative arguments
to attach the slider to different sides of the window. */
x = slider->win_x;
if (x < 0)
x = width - slider->win_w + x + 1;
y = slider->win_y;
if (y < 0)
y = height - slider->win_h + y + 1;
w = slider->win_w;
if (w < 0)
w = glutGet(GLUT_WINDOW_WIDTH) + slider->win_w - slider->win_x;
h = slider->win_h;
if (h < 0)
h = glutGet(GLUT_WINDOW_HEIGHT) + slider->win_h - slider->win_y;
glutSetWindow(slider->window);
glutPositionWindow(x, y);
glutReshapeWindow(w, h);
percent = _gluiKnobPercent(slider);
if (slider->type == GLUI_HORIZONTAL)
slider->length = w;
else
slider->length = h;
slider->knob = _gluiKnobPosition(slider, percent);
_gluiConstrainKnob(slider);
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w, 0, h);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
slider = slider->next;
}
}
int
gluiVerticalSlider(int parent, int x, int y, int width, int height,
float percent, void (*update)(float))
{
GLUIslider* slider = (GLUIslider*)malloc(sizeof(GLUIslider));
slider->next = _gluiSliders;
_gluiSliders = slider;
slider->type = GLUI_VERTICAL;
slider->parent = parent;
slider->window = glutCreateSubWindow(parent, x, y, width, height);
slider->win_x = x;
slider->win_y = y;
slider->win_w = width;
slider->win_h = height;
slider->update = update;
slider->lit = GL_FALSE;
/* glutSetCursor(GLUT_CURSOR_LEFT_RIGHT); */
glutDisplayFunc(_gluiDisplay);
glutEntryFunc(_gluiEntry);
glutMouseFunc(_gluiMouse);
glutMotionFunc(_gluiMotion);
glutPassiveMotionFunc(_gluiPassive);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
slider->length = height;
if (height < 0) {
glutSetWindow(parent);
slider->length = glutGet(GLUT_WINDOW_HEIGHT) + height - slider->win_y;
}
slider->knob = _gluiKnobPosition(slider, percent);
_gluiConstrainKnob(slider);
return slider->window;
}
/* On a horizontal slider, the height must be non-negative. */
int
gluiHorizontalSlider(int parent, int x, int y, int width, int height,
float percent, void (*update)(float))
{
GLUIslider* slider = (GLUIslider*)malloc(sizeof(GLUIslider));
slider->next = _gluiSliders;
_gluiSliders = slider;
slider->type = GLUI_HORIZONTAL;
slider->parent = parent;
slider->window = glutCreateSubWindow(parent, x, y, width, height);
slider->win_x = x;
slider->win_y = y;
slider->win_w = width;
slider->win_h = height;
slider->update = update;
slider->lit = GL_FALSE;
/* glutSetCursor(GLUT_CURSOR_LEFT_RIGHT); */
glutDisplayFunc(_gluiDisplay);
glutEntryFunc(_gluiEntry);
glutMouseFunc(_gluiMouse);
glutMotionFunc(_gluiMotion);
glutPassiveMotionFunc(_gluiPassive);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
slider->length = width;
if (width < 0) {
glutSetWindow(parent);
slider->length = glutGet(GLUT_WINDOW_WIDTH) + width - slider->win_x;
}
slider->knob = _gluiKnobPosition(slider, percent);
_gluiConstrainKnob(slider);
return slider->window;
}
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