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#include "MatrixGLWidget.hpp"
#include "MatrixWindow.hpp"
#define BACKGROUND_COLOR_R 0.9f
#define BACKGROUND_COLOR_G 0.9f
#define BACKGROUND_COLOR_B 0.9f
/* Helpers */
static void drawSquare(GLfloat x, GLfloat y, GLfloat dx, GLfloat dy, GLfloat r, GLfloat g, GLfloat b)
{
glBegin(GL_QUADS);
// Setup color
glColor3f(r, g, b);
// Setup square corners
glVertex2f(x, y);
glVertex2f(x + dx, y);
glVertex2f(x + dx, y + dy);
glVertex2f(x, y + dy);
glEnd();
}
static void drawTemporarySelection(int x, int y, int dx, int dy)
{
glBegin(GL_QUADS);
// Setup color
glColor4f(1.f, 1.f, 1.f, .5f);
// Setup vertex
glVertex2f(x, y);
glVertex2f(x + dx, y);
glVertex2f(x + dx, y + dy);
glVertex2f(x, y + dy);
glEnd();
}
MatrixGLWidget::MatrixGLWidget(QWidget* parent, symbol_matrix_t* matrix, QLabel* label)
:
#ifdef USE_QT5
QOpenGLWidget(parent)
#else
QGLWidget(parent)
#endif
, m_frameCount(0)
, m_label(label)
{
this->setFixedSize(MATRIX_WINDOW_LENGTH, MATRIX_WINDOW_HEIGHT);
m_zooming = new Zooming( matrix );
m_qtToGLWidthCoeff = 1.f;
m_qtToGLHeightCoeff = 1.f;
m_camera.m_cameraX = 0.f;
m_camera.m_cameraY = 0.f;
m_camera.m_cameraDx = 1.f;
m_camera.m_cameraDy = 1.f;
m_mouseXClicked = -1;
m_mouseYClicked = -1;
}
MatrixGLWidget::~MatrixGLWidget()
{
delete m_zooming;
}
void MatrixGLWidget::initializeGL()
{
#ifdef USE_QT5
initializeOpenGLFunctions();
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glClearColor(BACKGROUND_COLOR_R, BACKGROUND_COLOR_G, BACKGROUND_COLOR_B, 1.f);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Zooming::DEFAULT_LEVEL_POWER_2, Zooming::DEFAULT_LEVEL_POWER_2, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 2, 0);
}
void MatrixGLWidget::resizeGL(int w, int h)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Zooming::DEFAULT_LEVEL_POWER_2, Zooming::DEFAULT_LEVEL_POWER_2, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 2, 0);
m_qtToGLWidthCoeff = (double)Zooming::DEFAULT_LEVEL_POWER_2 / (double)w;
m_qtToGLHeightCoeff = (double)Zooming::DEFAULT_LEVEL_POWER_2 / (double)h;
}
void MatrixGLWidget::paintGL()
{
int i, j;
#ifdef USE_QT5
initializeOpenGLFunctions();
#endif
if (m_frameCount == 0) {
m_time.start();
}
else
{
sprintf(m_fpsString, "FPS: %f ms", m_time.elapsed() / float(m_frameCount));
m_label->setText(m_fpsString);
}
glClear(GL_COLOR_BUFFER_BIT);
glClearColor( BACKGROUND_COLOR_R,
BACKGROUND_COLOR_G,
BACKGROUND_COLOR_B,
0.f );
for (i = 0; i < Zooming::DEFAULT_LEVEL_POWER_2; ++i)
{
for (j = 0; j < Zooming::DEFAULT_LEVEL_POWER_2; ++j)
{
GLfloat grey = m_zooming->getColor(i, j);
if (grey != 1.f) {
if (grey != 0.f) {
drawSquare(i, j, 1, 1, 0., 0., grey);
}
else {
drawSquare(i, j, 1, 1, grey, grey, grey);
}
}
}
}
if (m_drawTempSelection == 1) {
drawTemporarySelection(m_tempSelectionX, m_tempSelectionY, m_tempSelectionDx, m_tempSelectionDy);
}
m_frameCount++;
}
void MatrixGLWidget::keyPressEvent(QKeyEvent *keyEvent)
{
switch (keyEvent->key())
{
default:
break;
}
}
void MatrixGLWidget::mousePressEvent(QMouseEvent* mouseEvent)
{
if (mouseEvent->button() == Qt::RightButton)
{
if (m_savedPositions.size() > 0)
{
CameraPosition newCamera = m_savedPositions.top();
m_savedPositions.pop();
m_camera = newCamera;
refreshCamera();
}
}
else if (mouseEvent->button() == Qt::LeftButton)
{
m_mouseXClicked = mouseEvent->x() * m_qtToGLWidthCoeff;
m_mouseYClicked = mouseEvent->y() * m_qtToGLHeightCoeff;
}
}
void MatrixGLWidget::mouseMoveEvent(QMouseEvent* mouseEvent)
{
if ( (m_mouseXClicked != -1) &&
(m_mouseYClicked != -1) )
{
int glPosX = mouseEvent->x() * m_qtToGLWidthCoeff;
int glPosY = mouseEvent->y() * m_qtToGLHeightCoeff;
m_drawTempSelection = 1;
m_tempSelectionX = m_mouseXClicked;
m_tempSelectionY = m_mouseYClicked;
m_tempSelectionDx = glPosX - m_mouseXClicked;
m_tempSelectionDy = glPosY - m_mouseYClicked;
update();
}
}
void MatrixGLWidget::mouseReleaseEvent(QMouseEvent* mouseEvent)
{
if ( (m_mouseXClicked != -1) &&
(m_mouseYClicked != -1) )
{
int xmin, xmax, ymin, ymax;
int glPosX = mouseEvent->x() * m_qtToGLWidthCoeff;
int glPosY = mouseEvent->y() * m_qtToGLHeightCoeff;
if ( glPosX > m_mouseXClicked )
{
xmin = m_mouseXClicked;
xmax = glPosX;
}
else
{
xmin = glPosX;
xmax = m_mouseXClicked;
}
if ( glPosY > m_mouseYClicked )
{
ymin = m_mouseYClicked;
ymax = glPosY;
}
else
{
ymin = glPosY;
ymax = m_mouseYClicked;
}
// Compute positions/dimensions in ratio of the current window
double X = (double)(xmin) / (double)Zooming::DEFAULT_LEVEL_POWER_2;
double Y = (double)(ymin) / (double)Zooming::DEFAULT_LEVEL_POWER_2;
double dX = (double)(xmax - xmin) / (double)Zooming::DEFAULT_LEVEL_POWER_2;
double dY = (double)(ymax - ymin) / (double)Zooming::DEFAULT_LEVEL_POWER_2;
// Check for out of bounds
X = ( X < 0. ) ? 0. : X;
Y = ( Y < 0. ) ? 0. : Y;
dX = ( (X+dX) > 1. ) ? 1. - X : dX;
dY = ( (Y+dY) > 1. ) ? 1. - Y : dY;
// Translate to the full display
X = X * m_camera.m_cameraDx + m_camera.m_cameraX;
Y = Y * m_camera.m_cameraDy + m_camera.m_cameraY;
dX = dX * m_camera.m_cameraDx;
dY = dY * m_camera.m_cameraDy;
m_drawTempSelection = 0;
// Return if in the upper triangular part
if ( (Y + dY) < X )
{
update();
return;
}
// Position is valid, we save it
m_savedPositions.push(m_camera);
m_camera.m_cameraX = X;
m_camera.m_cameraY = Y;
m_camera.m_cameraDx = dX;
m_camera.m_cameraDy = dY;
refreshCamera();
m_mouseXClicked = -1;
m_mouseYClicked = -1;
}
}
void MatrixGLWidget::refreshCamera()
{
m_zooming->move( m_camera.m_cameraX, m_camera.m_cameraX + m_camera.m_cameraDx,
m_camera.m_cameraY, m_camera.m_cameraY + m_camera.m_cameraDy );
update();
}
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