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/*
* Modification History
*
* 2001-September-15 Jason Rohrer
* Created.
*
* 2001-September-16 Jason Rohrer
* Changed so that translation preserves the aspect
* ration of GUI components.
* Fixed a bug with inverted y components of mouse coordinates.
*
* 2001-October-29 Jason Rohrer
* Added support for focus.
*
* 2001-November-3 Jason Rohrer
* Changed translation methods to be public.
*/
#ifndef GUI_TRANSLATOR_GL_INCLUDED
#define GUI_TRANSLATOR_GL_INCLUDED
#include "GUIComponentGL.h"
#include <GL/gl.h>
#include "minorGems/graphics/openGL/MouseHandlerGL.h"
#include "minorGems/graphics/openGL/KeyboardHandlerGL.h"
#include "minorGems/graphics/openGL/RedrawListenerGL.h"
#include "minorGems/graphics/openGL/ScreenGL.h"
/**
* A class that translates coordinates for a gui component.
*
* Notes on intended use:
* This class is best used as a wrapper for the entire
* GL-based gui. In this case, the component passed to the
* constructor would be a GUIContainerGL containing the
* entire GUI. This class can be thought of as a wrapper
* for interfacing size-independent GUI components to the
* screen.
*
* @author Jason Rohrer
*/
class GUITranslatorGL : public MouseHandlerGL,
public KeyboardHandlerGL,
public RedrawListenerGL {
public:
/**
* Constructs a translator.
*
* @param inComponent the component for which events
* will be translated and delegated. All events will
* be delegated to inComponent, regardless of whether the
* events pass the inComponent->isInside() test.
* Will be destroyed when this class is destroyed.
* @param inScreen the screen whose size is used during
* event translation. Must be destroyed by caller after
* this class is destroyed.
*/
GUITranslatorGL( GUIComponentGL *inComponent, ScreenGL *inScreen );
~GUITranslatorGL();
/**
* Translates screen coordinates to gui coordinates.
*
* @param inX the x value of the screen coordinate.
* @param inY the y value of the screen coordinate.
* @param outX a pointer to an value in which the gui x
* component will be returned.
* @param outY a pointer to an value in which the gui y
* component will be returned.
*/
void translate( int inX, int inY, double *outX, double *outY );
/**
* Translates screen coordinates to gui coordinates.
*
* @param inX the x value of the screen coordinate.
*
* @return the gui x component will be returned.
*/
double translateX( int inX );
/**
* Translates screen coordinates to gui coordinates.
*
* @param inX the x value of the screen coordinate.
*
* @return the gui x component will be returned.
*/
double translateY( int inY );
// implements the MouseHandlerGL interface
virtual void mouseMoved( int inX, int inY );
virtual void mouseDragged( int inX, int inY );
virtual void mousePressed( int inX, int inY );
virtual void mouseReleased( int inX, int inY );
// implements the KeyboardHandlerGL interface
virtual char isFocused();
virtual void keyPressed( unsigned char inKey, int inX, int inY );
virtual void specialKeyPressed( int inKey, int inX, int inY );
virtual void keyReleased( unsigned char inKey, int inX, int inY );
virtual void specialKeyReleased( int inKey, int inX, int inY );
// implements the RedrawListener interface
virtual void fireRedraw();
protected:
GUIComponentGL *mComponent;
ScreenGL *mScreen;
/**
* Gets the factor by which screen coordinates need
* to be multiplied to get gui coordinates.
*
* @return the translation factor to multiply by.
*/
double getTranslationFactor();
};
inline GUITranslatorGL::GUITranslatorGL( GUIComponentGL *inComponent,
ScreenGL *inScreen )
: mComponent( inComponent ), mScreen( inScreen ) {
}
inline GUITranslatorGL::~GUITranslatorGL() {
delete mComponent;
}
inline void GUITranslatorGL::translate( int inX, int inY,
double *outX, double *outY ) {
*outX = translateX( inX );
*outY = translateY( inY );
}
inline double GUITranslatorGL::translateX( int inX ) {
return inX * getTranslationFactor();
}
inline double GUITranslatorGL::translateY( int inY ) {
int height = mScreen->getHeight();
return ( height - inY ) * getTranslationFactor();
}
inline double GUITranslatorGL::getTranslationFactor() {
double width = (double)( mScreen->getWidth() );
double height = (double)( mScreen->getHeight() );
if( width <= height ) {
return 1.0 / width;
}
else {
return 1.0 / height;
}
}
inline void GUITranslatorGL::mouseMoved( int inX, int inY ) {
mComponent->mouseMoved( translateX( inX ), translateY( inY ) );
}
inline void GUITranslatorGL::mouseDragged( int inX, int inY ) {
mComponent->mouseDragged( translateX( inX ), translateY( inY ) );
}
inline void GUITranslatorGL::mousePressed( int inX, int inY ) {
mComponent->mousePressed( translateX( inX ), translateY( inY ) );
}
inline void GUITranslatorGL::mouseReleased( int inX, int inY ) {
mComponent->mouseReleased( translateX( inX ), translateY( inY ) );
}
inline char GUITranslatorGL::isFocused() {
return mComponent->isFocused();
}
inline void GUITranslatorGL::keyPressed(
unsigned char inKey, int inX, int inY ) {
mComponent->keyPressed( inKey, translateX( inX ), translateY( inY ) );
}
inline void GUITranslatorGL::specialKeyPressed(
int inKey, int inX, int inY ) {
mComponent->specialKeyPressed( inKey,
translateX( inX ), translateY( inY ) );
}
inline void GUITranslatorGL::keyReleased(
unsigned char inKey, int inX, int inY ) {
mComponent->keyReleased( inKey, translateX( inX ), translateY( inY ) );
}
inline void GUITranslatorGL::specialKeyReleased(
int inKey, int inX, int inY ) {
mComponent->specialKeyReleased( inKey,
translateX( inX ), translateY( inY ) );
}
inline void GUITranslatorGL::fireRedraw() {
// setup orthographic projection matrices before
// telling our component to draw itself
// (thus, the component can draw in [0.0, 1.0] space
// with no regard to screen size)
// Ack:
// some of this code was adapted from NeHe's tutorial #17,
// which can be found at http://nehe.gamedev.net
glMatrixMode( GL_PROJECTION ); // Select The Projection Matrix
glPushMatrix(); // Store The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// setup an orthographic projection for our 2d gui
// the shorter screen dimension gets mapped to the range [0,1],
// and the longer dimension extends beyond 1.0
double translationFactor = getTranslationFactor();
double guiScreenWidth = mScreen->getWidth() * translationFactor;
double guiScreenHeight = mScreen->getHeight() * translationFactor;
// we don't care about z for 2d gui's, so just select
// the region around 0
double zStart = -1;
double zEnd = 1;
// set the projection matrix to an orthographic projection
glOrtho( 0, guiScreenWidth, 0, guiScreenHeight, zStart, zEnd );
glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
glPushMatrix(); // Store The Modelview Matrix
// set the model view matrix to the identity
glLoadIdentity();
glDisable( GL_DEPTH_TEST );
glDisable( GL_CULL_FACE );
// draw our gui
mComponent->fireRedraw();
glEnable( GL_DEPTH_TEST );
glEnable( GL_CULL_FACE );
// restore the matrices
glMatrixMode( GL_MODELVIEW ); // Select The Modelview Matrix
glPopMatrix(); // Restore The Old Modelview Matrix
glMatrixMode( GL_PROJECTION ); // Select The Projection Matrix
glPopMatrix(); // Restore The Old Projection Matrix
}
#endif
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