glui.h
95.3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
/****************************************************************************
GLUI User Interface Toolkit
---------------------------
glui.h - Main (and only) external header for
GLUI User Interface Toolkit
--------------------------------------------------
Copyright (c) 1998 Paul Rademacher
WWW: http://sourceforge.net/projects/glui/
Forums: http://sourceforge.net/forum/?group_id=92496
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*****************************************************************************/
#ifndef GLUI_GLUI_H
#define GLUI_GLUI_H
// Having stdlib here first fixes some 'exit() redefined' errors on MSVC.NET
// that come from old GLUT headers.
#include <cstdlib>
#include <iterator> //added for VS2010 compatability
#if defined(GLUI_FREEGLUT)
// FreeGLUT does not yet work perfectly with GLUI
// - use at your own risk.
#include <GL/freeglut.h>
#elif defined(GLUI_OPENGLUT)
// OpenGLUT does not yet work properly with GLUI
// - use at your own risk.
#include <GL/openglut.h>
#else
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#endif
#include <cstdio>
#include <cstring>
#include <string>
#include <vector>
/* GLUI API shared library export/import declarations. */
#if defined(_WIN32)
# ifdef GLUI_BUILDING_LIB
# ifdef GLUIDLL
# define GLUIAPI __declspec(dllexport)
# else
# define GLUIAPI
# endif
# else
# ifdef GLUIDLL
# define GLUIAPI __declspec(dllimport)
# else
# define GLUIAPI
# endif
# endif
#else
#define GLUIAPI
#endif
#define GLUI_VERSION 2.36f /********** Current version **********/
/* We do it to avoid confusion between x86 and x64 */
#define GLUI_NO_LIB_PRAGMA
#if defined(_WIN32)
# if !defined(GLUI_NO_LIB_PRAGMA) && !defined(GLUI_BUILDING_LIB)
// Link automatically with GLUI library
# if defined GLUIDLL // define this when using glui dynamic library
# pragma comment(lib, "glui32dll.lib")
# else
// EG: Removed because for debug builds we want a different lib
//# pragma comment(lib, "glui32.lib")
# endif
# endif
#endif
/********** List of GLUT callbacks ********/
enum GLUI_Glut_CB_Types
{
GLUI_GLUT_RESHAPE,
GLUI_GLUT_KEYBOARD,
GLUI_GLUT_DISPLAY,
GLUI_GLUT_MOUSE,
GLUI_GLUT_MOTION,
GLUI_GLUT_SPECIAL,
GLUI_GLUT_PASSIVE_MOTION,
GLUI_GLUT_ENTRY,
GLUI_GLUT_VISIBILITY
};
/********* Constants for window placement **********/
#define GLUI_XOFF 6
#define GLUI_YOFF 6
#define GLUI_ITEMSPACING 3
#define GLUI_CHECKBOX_SIZE 13
#define GLUI_RADIOBUTTON_SIZE 13
#define GLUI_BUTTON_SIZE 20
#define GLUI_STATICTEXT_SIZE 13
#define GLUI_SEPARATOR_HEIGHT 8
#define GLUI_DEFAULT_CONTROL_WIDTH 100
#define GLUI_DEFAULT_CONTROL_HEIGHT 13
#define GLUI_EDITTEXT_BOXINNERMARGINX 3
#define GLUI_EDITTEXT_HEIGHT 20
#define GLUI_EDITTEXT_WIDTH 130
#define GLUI_EDITTEXT_MIN_INT_WIDTH 35
#define GLUI_EDITTEXT_MIN_TEXT_WIDTH 50
#define GLUI_PANEL_NAME_DROP 8
#define GLUI_PANEL_EMBOSS_TOP 4
/* #define GLUI_ROTATION_WIDTH 60 */
/* #define GLUI_ROTATION_HEIGHT 78 */
#define GLUI_ROTATION_WIDTH 50
#define GLUI_ROTATION_HEIGHT (GLUI_ROTATION_WIDTH+18)
#define GLUI_MOUSE_INTERACTION_WIDTH 50
#define GLUI_MOUSE_INTERACTION_HEIGHT (GLUI_MOUSE_INTERACTION_WIDTH)+18
/** Different panel control types **/
#define GLUI_PANEL_NONE 0
#define GLUI_PANEL_EMBOSSED 1
#define GLUI_PANEL_RAISED 2
/** Max # of els in control's float_array **/
#define GLUI_DEF_MAX_ARRAY 30
/********* The control's 'active' behavior *********/
#define GLUI_CONTROL_ACTIVE_MOUSEDOWN 1
#define GLUI_CONTROL_ACTIVE_PERMANENT 2
/********* Control alignment types **********/
#define GLUI_ALIGN_CENTER 1
#define GLUI_ALIGN_RIGHT 2
#define GLUI_ALIGN_LEFT 3
/********** Limit types - how to limit spinner values *********/
#define GLUI_LIMIT_NONE 0
#define GLUI_LIMIT_CLAMP 1
#define GLUI_LIMIT_WRAP 2
/********** Translation control types ********************/
#define GLUI_TRANSLATION_XY 0
#define GLUI_TRANSLATION_Z 1
#define GLUI_TRANSLATION_X 2
#define GLUI_TRANSLATION_Y 3
#define GLUI_TRANSLATION_LOCK_NONE 0
#define GLUI_TRANSLATION_LOCK_X 1
#define GLUI_TRANSLATION_LOCK_Y 2
/********** How was a control activated? *****************/
#define GLUI_ACTIVATE_MOUSE 1
#define GLUI_ACTIVATE_TAB 2
/********** What type of live variable does a control have? **********/
#define GLUI_LIVE_NONE 0
#define GLUI_LIVE_INT 1
#define GLUI_LIVE_FLOAT 2
#define GLUI_LIVE_TEXT 3
#define GLUI_LIVE_STRING 6
#define GLUI_LIVE_DOUBLE 4
#define GLUI_LIVE_FLOAT_ARRAY 5
/************* Textbox and List Defaults - JVK ******************/
#define GLUI_TEXTBOX_HEIGHT 130
#define GLUI_TEXTBOX_WIDTH 130
#define GLUI_LIST_HEIGHT 130
#define GLUI_LIST_WIDTH 130
#define GLUI_DOUBLE_CLICK 1
#define GLUI_SINGLE_CLICK 0
#define GLUI_TAB_WIDTH 50 /* In pixels */
#define GLUI_TEXTBOX_BOXINNERMARGINX 3
#define GLUI_TEXTBOX_MIN_TEXT_WIDTH 50
#define GLUI_LIST_BOXINNERMARGINX 3
#define GLUI_LIST_MIN_TEXT_WIDTH 50
/*********************** TreePanel Defaults - JVK *****************************/
#define GLUI_TREEPANEL_DEFAULTS 0 // bar, standard bar color
#define GLUI_TREEPANEL_ALTERNATE_COLOR 1 // Alternate between 8 different bar colors
#define GLUI_TREEPANEL_ENABLE_BAR 2 // enable the bar
#define GLUI_TREEPANEL_DISABLE_BAR 4 // disable the bar
#define GLUI_TREEPANEL_DISABLE_DEEPEST_BAR 8 // disable only the deepest bar
#define GLUI_TREEPANEL_CONNECT_CHILDREN_ONLY 16 // disable only the bar of the last child of each root
#define GLUI_TREEPANEL_DISPLAY_HIERARCHY 32 // display some sort of hierachy in the tree node title
#define GLUI_TREEPANEL_HIERARCHY_NUMERICDOT 64 // display hierarchy in 1.3.2 (etc... ) format
#define GLUI_TREEPANEL_HIERARCHY_LEVEL_ONLY 128 // display hierarchy as only the level depth
/******************* GLUI Scrollbar Defaults - JVK ***************************/
#define GLUI_SCROLL_ARROW_WIDTH 16
#define GLUI_SCROLL_ARROW_HEIGHT 16
#define GLUI_SCROLL_BOX_MIN_HEIGHT 5
#define GLUI_SCROLL_BOX_STD_HEIGHT 16
#define GLUI_SCROLL_STATE_NONE 0
#define GLUI_SCROLL_STATE_UP 1
#define GLUI_SCROLL_STATE_DOWN 2
#define GLUI_SCROLL_STATE_BOTH 3
#define GLUI_SCROLL_STATE_SCROLL 4
#define GLUI_SCROLL_DEFAULT_GROWTH_EXP 1.05f
#define GLUI_SCROLL_VERTICAL 0
#define GLUI_SCROLL_HORIZONTAL 1
/** Size of the character width hash table for faster lookups.
Make sure to keep this a power of two to avoid the slow divide.
This is also a speed/memory tradeoff; 128 is enough for low ASCII.
*/
#define CHAR_WIDTH_HASH_SIZE 128
/********** Translation codes **********/
enum TranslationCodes
{
GLUI_TRANSLATION_MOUSE_NONE = 0,
GLUI_TRANSLATION_MOUSE_UP,
GLUI_TRANSLATION_MOUSE_DOWN,
GLUI_TRANSLATION_MOUSE_LEFT,
GLUI_TRANSLATION_MOUSE_RIGHT,
GLUI_TRANSLATION_MOUSE_UP_LEFT,
GLUI_TRANSLATION_MOUSE_UP_RIGHT,
GLUI_TRANSLATION_MOUSE_DOWN_LEFT,
GLUI_TRANSLATION_MOUSE_DOWN_RIGHT
};
/************ A string type for us to use **********/
typedef std::string GLUI_String;
GLUIAPI GLUI_String& glui_format_str(GLUI_String &str, const char* fmt, ...);
/********* Pre-declare classes as needed *********/
class GLUI;
class GLUI_Control;
class GLUI_Listbox;
class GLUI_StaticText;
class GLUI_EditText;
class GLUI_Panel;
class GLUI_Spinner;
class GLUI_RadioButton;
class GLUI_RadioGroup;
class GLUI_Glut_Window;
class GLUI_TreePanel;
class GLUI_Scrollbar;
class GLUI_List;
class Arcball;
/*** Flags for GLUI class constructor ***/
#define GLUI_SUBWINDOW ((long)(1<<1))
#define GLUI_SUBWINDOW_TOP ((long)(1<<2))
#define GLUI_SUBWINDOW_BOTTOM ((long)(1<<3))
#define GLUI_SUBWINDOW_LEFT ((long)(1<<4))
#define GLUI_SUBWINDOW_RIGHT ((long)(1<<5))
/*** Codes for different type of edittext boxes and spinners ***/
#define GLUI_EDITTEXT_TEXT 1
#define GLUI_EDITTEXT_INT 2
#define GLUI_EDITTEXT_FLOAT 3
#define GLUI_SPINNER_INT GLUI_EDITTEXT_INT
#define GLUI_SPINNER_FLOAT GLUI_EDITTEXT_FLOAT
#define GLUI_SCROLL_INT GLUI_EDITTEXT_INT
#define GLUI_SCROLL_FLOAT GLUI_EDITTEXT_FLOAT
// This is only for deprecated interface
#define GLUI_EDITTEXT_STRING 4
/*** Definition of callbacks ***/
typedef void (*GLUI_Update_CB) (int id);
typedef void (*GLUI_Control_CB)(GLUI_Control *);
typedef void (*Int1_CB) (int);
typedef void (*Int2_CB) (int, int);
typedef void (*Int3_CB) (int, int, int);
typedef void (*Int4_CB) (int, int, int, int);
/************************************************************/
/**
Callback Adapter Class
Allows us to support different types of callbacks;
like a GLUI_Update_CB function pointer--which takes an int;
and a GLUI_Control_CB function pointer--which takes a GUI_Control object.
*/
class GLUIAPI GLUI_CB
{
public:
GLUI_CB() : idCB(0),objCB(0) {}
GLUI_CB(GLUI_Update_CB cb) : idCB(cb),objCB(0) {}
GLUI_CB(GLUI_Control_CB cb) : idCB(0),objCB(cb) {}
// (Compiler generated copy constructor)
/** This control just activated. Fire our callback.*/
void operator()(GLUI_Control *ctrl) const;
bool operator!() const { return !idCB && !objCB; }
operator bool() const { return !(!(*this)); }
private:
GLUI_Update_CB idCB;
GLUI_Control_CB objCB;
};
/************************************************************/
/* */
/* Base class, for hierarchical relationships */
/* */
/************************************************************/
class GLUI_Control;
/**
GLUI_Node is a node in a sort of tree of GLUI controls.
Each GLUI_Node has a list of siblings (in a circular list)
and a linked list of children.
Everything onscreen is a GLUI_Node--windows, buttons, etc.
The nodes are traversed for event processing, sizing, redraws, etc.
*/
class GLUIAPI GLUI_Node
{
friend class GLUI_Tree; /* JVK */
friend class GLUI_Rollout;
friend class GLUI_Main;
public:
GLUI_Node();
virtual ~GLUI_Node() {}
GLUI_Node *first_sibling();
GLUI_Node *last_sibling();
GLUI_Node *prev();
GLUI_Node *next();
GLUI_Node *first_child() { return child_head; }
GLUI_Node *last_child() { return child_tail; }
GLUI_Node *parent() { return parent_node; }
/** Link in a new child control */
virtual int add_control( GLUI_Control *control );
void link_this_to_parent_last (GLUI_Node *parent );
void link_this_to_parent_first(GLUI_Node *parent );
void link_this_to_sibling_next(GLUI_Node *sibling );
void link_this_to_sibling_prev(GLUI_Node *sibling );
void unlink();
void dump( FILE *out, const char *name );
protected:
static void add_child_to_control(GLUI_Node *parent,GLUI_Control *child);
GLUI_Node *parent_node;
GLUI_Node *child_head;
GLUI_Node *child_tail;
GLUI_Node *next_sibling;
GLUI_Node *prev_sibling;
};
/************************************************************/
/* */
/* Standard Bitmap stuff */
/* */
/************************************************************/
enum GLUI_StdBitmaps_Codes
{
GLUI_STDBITMAP_CHECKBOX_OFF = 0,
GLUI_STDBITMAP_CHECKBOX_ON,
GLUI_STDBITMAP_RADIOBUTTON_OFF,
GLUI_STDBITMAP_RADIOBUTTON_ON,
GLUI_STDBITMAP_UP_ARROW,
GLUI_STDBITMAP_DOWN_ARROW,
GLUI_STDBITMAP_LEFT_ARROW,
GLUI_STDBITMAP_RIGHT_ARROW,
GLUI_STDBITMAP_SPINNER_UP_OFF,
GLUI_STDBITMAP_SPINNER_UP_ON,
GLUI_STDBITMAP_SPINNER_DOWN_OFF,
GLUI_STDBITMAP_SPINNER_DOWN_ON,
GLUI_STDBITMAP_CHECKBOX_OFF_DIS, /*** Disactivated control bitmaps ***/
GLUI_STDBITMAP_CHECKBOX_ON_DIS,
GLUI_STDBITMAP_RADIOBUTTON_OFF_DIS,
GLUI_STDBITMAP_RADIOBUTTON_ON_DIS,
GLUI_STDBITMAP_SPINNER_UP_DIS,
GLUI_STDBITMAP_SPINNER_DOWN_DIS,
GLUI_STDBITMAP_LISTBOX_UP,
GLUI_STDBITMAP_LISTBOX_DOWN,
GLUI_STDBITMAP_LISTBOX_UP_DIS,
GLUI_STDBITMAP_NUM_ITEMS
};
/************************************************************/
/* */
/* Class GLUI_Bitmap */
/* */
/************************************************************/
/**
GLUI_Bitmap is a simple 2D texture map. It's used
to represent small textures like checkboxes, arrows, etc.
via the GLUI_StdBitmaps class.
*/
class GLUIAPI GLUI_Bitmap
{
friend class GLUI_StdBitmaps;
public:
GLUI_Bitmap();
~GLUI_Bitmap();
/** Create bitmap from greyscale byte image */
void init_grey(unsigned char *array);
/** Create bitmap from color int image */
void init(int *array);
private:
/** RGB pixel data */
unsigned char *pixels;
int w, h;
};
/************************************************************/
/* */
/* Class GLUI_StdBitmap */
/* */
/************************************************************/
/**
Keeps an array of GLUI_Bitmap objects to represent all the
images used in the UI: checkboxes, arrows, etc.
*/
class GLUIAPI GLUI_StdBitmaps
{
public:
GLUI_StdBitmaps();
~GLUI_StdBitmaps();
/** Return the width (in pixels) of the n'th standard bitmap. */
int width (int n) const;
/** Return the height (in pixels) of the n'th standard bitmap. */
int height(int n) const;
/** Draw the n'th standard bitmap (one of the enums
listed in GLUI_StdBitmaps_Codes) at pixel corner (x,y).
*/
void draw(int n, int x, int y) const;
private:
GLUI_Bitmap bitmaps[GLUI_STDBITMAP_NUM_ITEMS];
};
/************************************************************/
/* */
/* Master GLUI Class */
/* */
/************************************************************/
/**
The master manages our interaction with GLUT.
There's only one GLUI_Master_Object.
*/
class GLUIAPI GLUI_Master_Object
{
friend void glui_idle_func();
public:
GLUI_Master_Object();
~GLUI_Master_Object();
GLUI_Node gluis;
GLUI_Control *active_control, *curr_left_button_glut_menu;
GLUI *active_control_glui;
int glui_id_counter;
GLUI_Glut_Window *find_glut_window( int window_id );
void set_glutIdleFunc(void (*f)(void));
/**************
void (*glut_keyboard_CB)(unsigned char, int, int);
void (*glut_reshape_CB)(int, int);
void (*glut_special_CB)(int, int, int);
void (*glut_mouse_CB)(int,int,int,int);
void (*glut_passive_motion_CB)(int,int);
void (*glut_visibility_CB)(int);
void (*glut_motion_CB)(int,int);
void (*glut_display_CB)(void);
void (*glut_entry_CB)(int);
**********/
void set_left_button_glut_menu_control( GLUI_Control *control );
/********** GLUT callthroughs **********/
/* These are the glut callbacks that we do not handle */
void set_glutReshapeFunc (void (*f)(int width, int height));
void set_glutKeyboardFunc(void (*f)(unsigned char key, int x, int y));
void set_glutSpecialFunc (void (*f)(int key, int x, int y));
void set_glutMouseFunc (void (*f)(int, int, int, int ));
void set_glutDisplayFunc(void (*f)(void)) {glutDisplayFunc(f);}
void set_glutTimerFunc(unsigned int millis, void (*f)(int value), int value)
{ ::glutTimerFunc(millis,f,value);}
void set_glutOverlayDisplayFunc(void(*f)(void)){glutOverlayDisplayFunc(f);}
void set_glutSpaceballMotionFunc(Int3_CB f) {glutSpaceballMotionFunc(f);}
void set_glutSpaceballRotateFunc(Int3_CB f) {glutSpaceballRotateFunc(f);}
void set_glutSpaceballButtonFunc(Int2_CB f) {glutSpaceballButtonFunc(f);}
void set_glutTabletMotionFunc(Int2_CB f) {glutTabletMotionFunc(f);}
void set_glutTabletButtonFunc(Int4_CB f) {glutTabletButtonFunc(f);}
/* void set_glutWindowStatusFunc(Int1_CB f) {glutWindowStatusFunc(f);} */
void set_glutMenuStatusFunc(Int3_CB f) {glutMenuStatusFunc(f);}
void set_glutMenuStateFunc(Int1_CB f) {glutMenuStateFunc(f);}
void set_glutButtonBoxFunc(Int2_CB f) {glutButtonBoxFunc(f);}
void set_glutDialsFunc(Int2_CB f) {glutDialsFunc(f);}
GLUI *create_glui( const char *name, long flags=0, int x=-1, int y=-1 );
GLUI *create_glui_subwindow( int parent_window, long flags=0 );
GLUI *find_glui_by_window_id( int window_id );
void get_viewport_area( int *x, int *y, int *w, int *h );
void auto_set_viewport();
void close_all();
void sync_live_all();
void reshape();
float get_version() { return GLUI_VERSION; }
void glui_setIdleFuncIfNecessary(void);
private:
GLUI_Node glut_windows;
void (*glut_idle_CB)(void);
void add_cb_to_glut_window(int window,int cb_type,void *cb);
};
/**
This is the only GLUI_Master_Object in existence.
*/
extern GLUIAPI GLUI_Master_Object GLUI_Master;
/************************************************************/
/* */
/* Class for managing a GLUT window */
/* */
/************************************************************/
/**
A top-level window. The GLUI_Master GLUT callback can route events
to the callbacks in this class, for arbitrary use by external users.
(see GLUI_Master_Object::set_glutKeyboardFunc).
This entire approach seems to be superceded by the "subwindow" flavor
of GLUI.
*/
class GLUIAPI GLUI_Glut_Window : public GLUI_Node
{
public:
GLUI_Glut_Window();
int glut_window_id;
/*********** Pointers to GLUT callthrough functions *****/
void (*glut_keyboard_CB)(unsigned char, int, int);
void (*glut_special_CB)(int, int, int);
void (*glut_reshape_CB)(int, int);
void (*glut_passive_motion_CB)(int,int);
void (*glut_mouse_CB)(int,int,int,int);
void (*glut_visibility_CB)(int);
void (*glut_motion_CB)(int,int);
void (*glut_display_CB)(void);
void (*glut_entry_CB)(int);
};
/************************************************************/
/* */
/* Main Window GLUI class (not user-level) */
/* */
/************************************************************/
/**
A GLUI_Main handles GLUT events for one window, routing them to the
appropriate controls. The central user-visible "GLUI" class
inherits from this class; users should not allocate GLUT_Main objects.
There's a separate GLUI_Main object for:
- Each top-level window with GUI stuff in it.
- Each "subwindow" of another top-level window.
All the GLUI_Main objects are listed in GLUI_Master.gluis.
A better name for this class might be "GLUI_Environment";
this class provides the window-level context for every control.
*/
class GLUIAPI GLUI_Main : public GLUI_Node
{
/********** Friend classes *************/
friend class GLUI_Control;
friend class GLUI_Rotation;
friend class GLUI_Translation;
friend class GLUI;
friend class GLUI_Master_Object;
/*********** Friend functions **********/
friend void glui_mouse_func(int button, int state, int x, int y);
friend void glui_keyboard_func(unsigned char key, int x, int y);
friend void glui_special_func(int key, int x, int y);
friend void glui_passive_motion_func(int x, int y);
friend void glui_reshape_func( int w, int h );
friend void glui_visibility_func(int state);
friend void glui_motion_func(int x, int y);
friend void glui_entry_func(int state);
friend void glui_display_func( void );
friend void glui_idle_func(void);
friend void glui_parent_window_reshape_func( int w, int h );
friend void glui_parent_window_keyboard_func( unsigned char, int, int );
friend void glui_parent_window_special_func( int, int, int );
friend void glui_parent_window_mouse_func( int, int, int, int );
protected:
/*** Variables ***/
int main_gfx_window_id;
int mouse_button_down;
int glut_window_id;
int top_level_glut_window_id;
GLUI_Control *active_control;
GLUI_Control *mouse_over_control;
GLUI_Panel *main_panel;
enum buffer_mode_t {
buffer_front=1, ///< Draw updated controls directly to screen.
buffer_back=2 ///< Double buffering: postpone updates until next redraw.
};
buffer_mode_t buffer_mode; ///< Current drawing mode
int curr_cursor;
int w, h;
long flags;
bool closing;
int parent_window;
int glui_id;
/********** Misc functions *************/
GLUI_Control *find_control( int x, int y );
GLUI_Control *find_next_control( GLUI_Control *control );
GLUI_Control *find_next_control_rec( GLUI_Control *control );
GLUI_Control *find_next_control_( GLUI_Control *control );
GLUI_Control *find_prev_control( GLUI_Control *control );
void create_standalone_window( const char *name, int x=-1, int y=-1 );
void create_subwindow( int parent,int window_alignment );
void setup_default_glut_callbacks( void );
void mouse(int button, int state, int x, int y);
void keyboard(unsigned char key, int x, int y);
void special(int key, int x, int y);
void passive_motion(int x, int y);
void reshape( int w, int h );
void visibility(int state);
void motion(int x, int y);
void entry(int state);
void display( void );
void idle(void);
int needs_idle(void);
void (*glut_mouse_CB)(int, int, int, int);
void (*glut_keyboard_CB)(unsigned char, int, int);
void (*glut_special_CB)(int, int, int);
void (*glut_reshape_CB)(int, int);
/*********** Controls ************/
virtual int add_control( GLUI_Node *parent, GLUI_Control *control );
/********** Constructors and Destructors ***********/
GLUI_Main( void );
public:
GLUI_StdBitmaps std_bitmaps;
GLUI_String window_name;
unsigned char bkgd_color[3];
float bkgd_color_f[3];
void *font;
int curr_modifiers;
void adjust_glut_xy( int &/*x*/, int &y ) { y = h-y; }
void activate_control( GLUI_Control *control, int how );
void align_controls( GLUI_Control *control );
void deactivate_current_control( void );
/** Draw a 3D-look pushed-out box around this rectangle */
void draw_raised_box( int x, int y, int w, int h );
/** Draw a 3D-look pushed-in box around this rectangle */
void draw_lowered_box( int x, int y, int w, int h );
/** Return true if this control should redraw itself immediately (front buffer);
Or queue up a redraw and return false if it shouldn't (back buffer).
*/
bool should_redraw_now(GLUI_Control *ctl);
/** Switch to the appropriate draw buffer now. Returns the old draw buffer.
This routine should probably only be called from inside the GLUI_DrawingSentinal,
in glui_internal_control.h
*/
int set_current_draw_buffer();
/** Go back to using this draw buffer. Undoes set_current_draw_buffer. */
void restore_draw_buffer( int buffer_state );
/** Pack, resize the window, and redraw all the controls. */
void refresh();
/** Redraw the main graphics window */
void post_update_main_gfx();
/** Recompute the sizes and positions of all controls */
void pack_controls();
void close_internal();
void check_subwindow_position();
void set_ortho_projection();
void set_viewport();
int get_glut_window_id( void ) { return glut_window_id; } /* JVK */
};
/************************************************************/
/* */
/* GLUI_Control: base class for all controls */
/* */
/************************************************************/
/**
All the GUI objects inherit from GLUI_Control: buttons,
checkboxes, labels, edit boxes, scrollbars, etc.
Most of the work of this class is in routing events,
like keystrokes, mouseclicks, redraws, and sizing events.
Yes, this is a huge and hideous class. It needs to be
split up into simpler subobjects. None of the data members
should be directly accessed by users (they should be protected,
not public); only subclasses.
*/
class GLUIAPI GLUI_Control : public GLUI_Node
{
public:
/** Onscreen coordinates */
int w, h; /* dimensions of control */
int x_abs, y_abs;
int x_off, y_off_top, y_off_bot; /* INNER margins, by which child
controls are indented */
int contain_x, contain_y;
int contain_w, contain_h;
/* if this is a container control (e.g.,
radiogroup or panel) this indicated dimensions
of inner area in which controls reside */
/** "activation" for tabbing between controls. */
int active_type; ///< "GLUI_CONTROL_ACTIVE_..."
bool active; ///< If true, we've got the focus
bool can_activate; ///< If false, remove from tab order.
bool spacebar_mouse_click; ///< Spacebar simulates click.
/** Callbacks */
long user_id; ///< Integer to pass to callback function.
GLUI_CB callback; ///< User callback function, or NULL.
/** Variable value storage */
float float_val; /**< Our float value */
int int_val; /**< Our integer value */
float float_array_val[GLUI_DEF_MAX_ARRAY];
int float_array_size;
GLUI_String text; /**< The text inside this control */
/** "Live variable" updating */
void *ptr_val; /**< A pointer to the user's live variable value */
int live_type;
bool live_inited;
/* These variables store the last value that live variable was known to have. */
int last_live_int;
float last_live_float;
GLUI_String last_live_text;
float last_live_float_array[GLUI_DEF_MAX_ARRAY];
/** Properties of our control */
GLUI *glui; /**< Our containing event handler (NEVER NULL during event processing!) */
bool is_container; /**< Is this a container class (e.g., panel) */
int alignment;
bool enabled; /**< Is this control grayed out? */
GLUI_String name; /**< The name of this control */
void *font; /**< Our glutbitmap font */
bool collapsible, is_open;
GLUI_Node collapsed_node;
bool hidden; /* Collapsed controls (and children) are hidden */
int char_widths[CHAR_WIDTH_HASH_SIZE][2]; /* Character width hash table */
public:
/*** Get/Set values ***/
virtual void set_name( const char *string );
virtual void set_int_val( int new_int ) { int_val = new_int; output_live(true); }
virtual void set_float_val( float new_float ) { float_val = new_float; output_live(true); }
virtual void set_ptr_val( void *new_ptr ) { ptr_val = new_ptr; output_live(true); }
virtual void set_float_array_val( float *array_ptr );
virtual float get_float_val( void ) { return float_val; }
virtual int get_int_val( void ) { return int_val; }
virtual void get_float_array_val( float *array_ptr );
virtual int get_id( void ) const { return user_id; }
virtual void set_id( int id ) { user_id=id; }
virtual int mouse_down_handler( int /*local_x*/, int /*local_y*/ ) { return false; }
virtual int mouse_up_handler( int /*local_x*/, int /*local_y*/, bool /*inside*/ ) { return false; }
virtual int mouse_held_down_handler( int /*local_x*/, int /*local_y*/, bool /*inside*/) { return false; }
virtual int key_handler( unsigned char /*key*/, int /*modifiers*/ ) { return false; }
virtual int special_handler( int /*key*/,int /*modifiers*/ ) { return false; }
virtual void update_size( void ) { }
virtual void idle( void ) { }
virtual int mouse_over( int /*state*/, int /*x*/, int /*y*/ ) { return false; }
virtual void enable( void );
virtual void disable( void );
virtual void activate( int /*how*/ ) { active = true; }
virtual void deactivate( void ) { active = false; }
/** Hide (shrink into a rollout) and unhide (expose from a rollout) */
void hide_internal( int recurse );
void unhide_internal( int recurse );
/** Return true if it currently makes sense to draw this class. */
int can_draw( void ) { return (glui != NULL && hidden == false); }
/** Redraw this control.
In single-buffering mode (drawing to GL_FRONT), this is just
a call to translate_and_draw_front (after a can_draw() check).
In double-buffering mode (drawing to GL_BACK), this queues up
a redraw and returns false, since you shouldn't draw yet.
*/
void redraw(void);
/** Redraw everybody in our window. */
void redraw_window(void);
virtual void align( void );
void pack( int x, int y ); /* Recalculate positions and offsets */
void pack_old( int x, int y );
void draw_recursive( int x, int y );
int set_to_glut_window( void );
void restore_window( int orig );
void translate_and_draw_front( void );
void translate_to_origin( void )
{glTranslatef((float)x_abs+.5f,(float)y_abs+.5f,0.0f);}
virtual void draw( int x, int y )=0;
void set_font( void *new_font );
void *get_font( void );
int string_width( const char *text );
int string_width( const GLUI_String &str )
{ return string_width(str.c_str()); }
int char_width( char c );
void draw_name( int x, int y );
void draw_box_inwards_outline( int x_min, int x_max,
int y_min, int y_max );
void draw_box( int x_min, int x_max, int y_min, int y_max,
float r, float g, float b );
void draw_bkgd_box( int x_min, int x_max, int y_min, int y_max );
void draw_emboss_box( int x_min, int x_max,int y_min,int y_max);
void draw_string( const char *text );
void draw_string( const GLUI_String &s )
{ draw_string(s.c_str()); }
void draw_char( char c );
void draw_active_box( int x_min, int x_max, int y_min, int y_max );
void set_to_bkgd_color( void );
void set_w( int new_w );
void set_h( int new_w );
void set_alignment( int new_align );
void sync_live( int recurse, int draw ); /* Reads live variable */
void init_live( void );
void output_live( int update_main_gfx ); /** Writes live variable **/
virtual void set_text( const char * /*t*/ ) {}
void execute_callback( void );
void get_this_column_dims( int *col_x, int *col_y,
int *col_w, int *col_h,
int *col_x_off, int *col_y_off );
virtual bool needs_idle( void ) const;
virtual bool wants_tabs() const { return false; }
GLUI_Control(void)
{
x_off = GLUI_XOFF;
y_off_top = GLUI_YOFF;
y_off_bot = GLUI_YOFF;
x_abs = GLUI_XOFF;
y_abs = GLUI_YOFF;
active = false;
enabled = true;
int_val = 0;
last_live_int = 0;
float_array_size = 0;
glui_format_str(name, "Control: %p", this);
float_val = 0.0;
last_live_float = 0.0;
ptr_val = NULL;
glui = NULL;
w = GLUI_DEFAULT_CONTROL_WIDTH;
h = GLUI_DEFAULT_CONTROL_HEIGHT;
font = NULL;
active_type = GLUI_CONTROL_ACTIVE_MOUSEDOWN;
alignment = GLUI_ALIGN_LEFT;
is_container = false;
can_activate = true; /* By default, you can activate a control */
spacebar_mouse_click = true; /* Does spacebar simulate a mouse click? */
live_type = GLUI_LIVE_NONE;
text = "";
last_live_text == "";
live_inited = false;
collapsible = false;
is_open = true;
hidden = false;
memset(char_widths, -1, sizeof(char_widths)); /* JVK */
int i;
for( i=0; i<GLUI_DEF_MAX_ARRAY; i++ )
float_array_val[i] = last_live_float_array[i] = 0.0;
}
virtual ~GLUI_Control();
};
/************************************************************/
/* */
/* Button class (container) */
/* */
/************************************************************/
/**
An onscreen, clickable button--an outlined label that
can be clicked. When clicked, a button
calls its GLUI_CB callback with its ID.
*/
class GLUIAPI GLUI_Button : public GLUI_Control
{
public:
bool currently_inside;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
void draw( int x, int y );
void draw_pressed( void );
void draw_text( int sunken );
void update_size( void );
/**
Create a new button.
@param parent The panel our object is inside; or the main GLUI object.
@param name The text inside the button.
@param id Optional ID number, to pass to the optional callback function.
@param callback Optional callback function, taking either the int ID or control.
*/
GLUI_Button( GLUI_Node *parent, const char *name,
int id=-1, GLUI_CB cb=GLUI_CB() );
GLUI_Button( void ) { common_init(); };
protected:
void common_init(void) {
glui_format_str(name, "Button: %p", this );
h = GLUI_BUTTON_SIZE;
w = 100;
alignment = GLUI_ALIGN_CENTER;
can_activate = true;
}
};
/************************************************************/
/* */
/* Checkbox class (container) */
/* */
/************************************************************/
/**
A checkbox, which can be checked on or off. Can be linked
to an int value, which gets 1 for on and 0 for off.
*/
class GLUIAPI GLUI_Checkbox : public GLUI_Control
{
public:
int orig_value;
bool currently_inside;
int text_x_offset;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
void update_size( void );
void draw( int x, int y );
void draw_active_area( void );
void draw_empty_box( void );
void set_int_val( int new_val );
/**
Create a new checkbox object.
@param parent The panel our object is inside; or the main GLUI object.
@param name Label next to our checkbox.
@param value_ptr Optional integer value to attach to this checkbox. When the
checkbox is checked or unchecked, *value_ptr will also be changed. ("Live Vars").
@param id Optional ID number, to pass to the optional callback function.
@param callback Optional callback function, taking either the int ID or control.
*/
GLUI_Checkbox(GLUI_Node *parent, const char *name, int *value_ptr=NULL,
int id=-1, GLUI_CB callback=GLUI_CB());
GLUI_Checkbox( void ) { common_init(); }
protected:
void common_init(void) {
glui_format_str( name, "Checkbox: %p", this );
w = 100;
h = GLUI_CHECKBOX_SIZE;
orig_value = -1;
text_x_offset = 18;
can_activate = true;
live_type = GLUI_LIVE_INT; /* This control has an 'int' live var */
}
};
/************************************************************/
/* */
/* Column class */
/* */
/************************************************************/
/**
A GLUI_Column object separates all previous controls
from subsequent controls with a vertical bar.
*/
class GLUIAPI GLUI_Column : public GLUI_Control
{
public:
void draw( int x, int y );
/**
Create a new column, which separates the previous controls
from subsequent controls.
@param parent The panel our object is inside; or the main GLUI object.
@param draw_bar If true, draw a visible bar between new and old controls.
*/
GLUI_Column( GLUI_Node *parent, int draw_bar = true );
GLUI_Column( void ) { common_init(); }
protected:
void common_init() {
w = 0;
h = 0;
int_val = 0;
can_activate = false;
}
};
/************************************************************/
/* */
/* Panel class (container) */
/* */
/************************************************************/
/**
A GLUI_Panel contains a group of related controls.
*/
class GLUIAPI GLUI_Panel : public GLUI_Control
{
public:
/**
Create a new panel. A panel groups together a set of related controls.
@param parent The outer panel our panel is inside; or the main GLUI object.
@param name The string name at the top of our panel.
@param type Optional style to display the panel with--GLUI_PANEL_EMBOSSED by default.
GLUI_PANEL_RAISED causes the panel to appear higher than the surroundings.
GLUI_PANEL_NONE causes the panel's outline to be invisible.
*/
GLUI_Panel( GLUI_Node *parent, const char *name,
int type=GLUI_PANEL_EMBOSSED );
GLUI_Panel() { common_init(); }
void draw( int x, int y );
void set_name( const char *text );
void set_type( int new_type );
void update_size( void );
protected:
void common_init( void ) {
w = 300;
h = GLUI_DEFAULT_CONTROL_HEIGHT + 7;
int_val = GLUI_PANEL_EMBOSSED;
alignment = GLUI_ALIGN_CENTER;
is_container = true;
can_activate = false;
name="";
};
};
/************************************************************/
/* */
/* File Browser class (container) */
/* JVK */
/************************************************************/
/**
A list of files the user can select from.
*/
class GLUIAPI GLUI_FileBrowser : public GLUI_Panel
{
public:
/**
Create a new list of files the user can select from.
@param parent The panel our object is inside; or the main GLUI object.
@param name Prompt to give to the user at the top of the file browser.
@param frame_type Optional style to display the panel with--GLUI_PANEL_EMBOSSED by default.
GLUI_PANEL_RAISED causes the panel to appear higher than the surroundings.
GLUI_PANEL_NONE causes the panel's outline to be invisible.
@param id Optional ID number, to pass to the optional callback function.
@param callback Optional callback function, taking either the int ID or control.
*/
GLUI_FileBrowser( GLUI_Node *parent,
const char *name,
int frame_type = GLUI_PANEL_EMBOSSED,
int user_id = -1,
GLUI_CB callback = GLUI_CB());
GLUI_List *list;
GLUI_String current_dir;
void fbreaddir(const char *);
static void dir_list_callback(GLUI_Control*);
void set_w(int w);
void set_h(int h);
const char* get_file() { return file.c_str(); }
void set_allow_change_dir(int c) { allow_change_dir = c; }
protected:
void common_init()
{
w = GLUI_DEFAULT_CONTROL_WIDTH;
h = GLUI_DEFAULT_CONTROL_HEIGHT;
int_val = GLUI_PANEL_EMBOSSED;
alignment = GLUI_ALIGN_CENTER;
is_container = true;
can_activate = false;
allow_change_dir = true;
last_item = -1;
user_id = -1;
name = "";
current_dir = ".";
file = "";
};
private:
int last_item;
GLUI_String file;
int allow_change_dir;
};
/************************************************************/
/* */
/* Rollout class (container) */
/* */
/************************************************************/
/**
A rollout contains a set of controls,
like a panel, but can be collapsed to just the name.
*/
class GLUIAPI GLUI_Rollout : public GLUI_Panel
{
public:
/**
Create a new rollout. A rollout contains a set of controls,
like a panel, but can be collapsed to just the name.
@param parent The panel our object is inside; or the main GLUI object.
@param name String to show at the top of the rollout.
@param open Optional boolean. If true (the default), the rollout's controls are displayed.
If false, the rollout is closed to display only the name.
@param type Optional style to display the panel with--GLUI_PANEL_EMBOSSED by default.
GLUI_PANEL_RAISED causes the panel to appear higher than the surroundings.
GLUI_PANEL_NONE causes the panel's outline to be invisible.
*/
GLUI_Rollout( GLUI_Node *parent, const char *name, int open=true,
int type=GLUI_PANEL_EMBOSSED );
GLUI_Rollout( void ) { common_init(); }
bool currently_inside, initially_inside;
GLUI_Button button;
void draw( int x, int y );
void draw_pressed( void );
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
void open( void );
void close( void );
void update_size( void );
protected:
void common_init() {
currently_inside = false;
initially_inside = false;
can_activate = true;
is_container = true;
h = GLUI_DEFAULT_CONTROL_HEIGHT + 7;
w = GLUI_DEFAULT_CONTROL_WIDTH;
y_off_top = 21;
collapsible = true;
name = "";
}
};
/************************************************************/
/* */
/* Tree Panel class (container) */
/* JVK */
/************************************************************/
/**
One collapsible entry in a GLUI_TreePanel.
*/
class GLUIAPI GLUI_Tree : public GLUI_Panel
{
public:
GLUI_Tree(GLUI_Node *parent, const char *name,
int open=false, int inset=0);
private:
int level; // how deep is this node
float red; //Color coding of column line
float green;
float blue;
float lred; //Color coding of level name
float lgreen;
float lblue;
int id;
GLUI_Column *column;
int is_current; // Whether this tree is the
// current root in a treePanel
int child_number;
int format;
public:
bool currently_inside, initially_inside;
GLUI_Button button;
GLUI_String level_name; // level name, eg: 1.1.2, III, or 3
GLUI_TreePanel *panel;
void draw( int x, int y );
void draw_pressed( void );
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
void set_column(GLUI_Column *c) { column = c; }
void open( void );
void close( void );
/* void set_name( const char *text ) { panel.set_name( text ); }; */
void update_size( void );
void set_id(int i) { id = i; }
void set_level(int l) { level = l; }
void set_format(int f) { format = f; }
void set_current(int c) { is_current = c; }
int get_id() { return id; }
int get_level() { return level; }
int get_child_number() { return child_number; }
void enable_bar() { if (column) { column->int_val = 1; set_color(red, green, blue); } }
void disable_bar() { if (column) { column->int_val = 0; } }
void set_child_number(int c) { child_number = c; }
void set_level_color(float r, float g, float b) {
lred = r;
lgreen = g;
lblue = b;
}
void set_color(float r, float g, float b) {
red = r;
green = g;
blue = b;
}
protected:
void common_init()
{
currently_inside = false;
initially_inside = false;
can_activate = true;
is_container = true;
h = GLUI_DEFAULT_CONTROL_HEIGHT + 7;
w = GLUI_DEFAULT_CONTROL_WIDTH;
y_off_top = 21;
collapsible = true;
red = .5;
green = .5;
blue = .5;
lred = 0;
lgreen = 0;
lblue = 0;
column = NULL;
is_current = 0;
child_number = 0;
format = 0;
panel = NULL;
name = "";
level_name = "";
level = 0;
};
};
/************************************************************/
/* */
/* TreePanel class (container) JVK */
/* */
/************************************************************/
/**
Manages, maintains, and formats a tree of GLUI_Tree objects.
These are shown in a heirarchical, collapsible display.
FIXME: There's an infinite loop in the traversal code (OSL 2006/06)
*/
class GLUIAPI GLUI_TreePanel : public GLUI_Panel
{
public:
GLUI_TreePanel(GLUI_Node *parent, const char *name,
bool open=false, int inset=0);
int max_levels;
int next_id;
int format;
float red;
float green;
float blue;
float lred;
float lgreen;
float lblue;
int root_children;
/* These variables allow the tree panel to traverse the tree
using only two function calls. (Well, four, if you count
going in reverse */
GLUI_Tree *curr_branch; /* Current Branch */
GLUI_Panel *curr_root; /* Current Root */
public:
void set_color(float r, float g, float b);
void set_level_color(float r, float g, float b);
void set_format(int f) { format = f; }
/* Adds branch to curr_root */
GLUI_Tree * ab(const char *name, GLUI_Tree *root = NULL);
/* Goes up one level, resets curr_root and curr_branch to parents*/
void fb(GLUI_Tree *branch= NULL);
/* Deletes the curr_branch, goes up one level using fb */
void db(GLUI_Tree *branch = NULL);
/* Finds the very last branch of curr_root, resets vars */
void descendBranch(GLUI_Panel *root = NULL);
/* Resets curr_root and curr branch to TreePanel and lastChild */
void resetToRoot(GLUI_Panel *new_root = NULL);
void next( void );
void refresh( void );
void expand_all( void );
void collapse_all( void );
void update_all( void );
void initNode(GLUI_Tree *temp);
void formatNode(GLUI_Tree *temp);
protected:
int uniqueID( void ) { next_id++; return next_id - 1; }
void common_init()
{
GLUI_Panel();
next_id = 0;
curr_root = this;
curr_branch = NULL;
red = .5;
green = .5;
blue = .5;
root_children = 0;
}
};
/************************************************************/
/* */
/* User-Level GLUI class */
/* */
/************************************************************/
class GLUI_Rotation;
class GLUI_Translation;
/**
The main user-visible interface object to GLUI.
*/
class GLUIAPI GLUI : public GLUI_Main
{
public:
/** DEPRECATED interface for creating new GLUI objects */
int add_control( GLUI_Control *control ) { return main_panel->add_control(control); }
void add_column( int draw_bar = true );
void add_column_to_panel( GLUI_Panel *panel, int draw_bar = true );
void add_separator( void );
void add_separator_to_panel( GLUI_Panel *panel );
GLUI_RadioGroup
*add_radiogroup( int *live_var=NULL,
int user_id=-1,GLUI_CB callback=GLUI_CB());
GLUI_RadioGroup
*add_radiogroup_to_panel( GLUI_Panel *panel,
int *live_var=NULL,
int user_id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_RadioButton
*add_radiobutton_to_group( GLUI_RadioGroup *group,
const char *name );
GLUI_Listbox *add_listbox( const char *name, int *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_Listbox *add_listbox_to_panel( GLUI_Panel *panel,
const char *name, int *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB());
GLUI_Rotation *add_rotation( const char *name, float *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_Rotation *add_rotation_to_panel( GLUI_Panel *panel,
const char *name, float *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB());
GLUI_Translation *add_translation( const char *name,
int trans_type, float *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_Translation *add_translation_to_panel(
GLUI_Panel *panel, const char *name,
int trans_type, float *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB());
GLUI_Checkbox *add_checkbox( const char *name,
int *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB());
GLUI_Checkbox *add_checkbox_to_panel( GLUI_Panel *panel, const char *name,
int *live_var=NULL, int id=-1,
GLUI_CB callback=GLUI_CB());
GLUI_Button *add_button( const char *name, int id=-1,
GLUI_CB callback=GLUI_CB());
GLUI_Button *add_button_to_panel( GLUI_Panel *panel, const char *name,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_StaticText *add_statictext( const char *name );
GLUI_StaticText *add_statictext_to_panel( GLUI_Panel *panel, const char *name );
GLUI_EditText *add_edittext( const char *name,
int data_type=GLUI_EDITTEXT_TEXT,
void*live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_EditText *add_edittext_to_panel( GLUI_Panel *panel,
const char *name,
int data_type=GLUI_EDITTEXT_TEXT,
void *live_var=NULL, int id=-1,
GLUI_CB callback=GLUI_CB() );
GLUI_EditText *add_edittext( const char *name, GLUI_String& live_var,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_EditText *add_edittext_to_panel( GLUI_Panel *panel, const char *name,
GLUI_String& live_var, int id=-1,
GLUI_CB callback=GLUI_CB() );
GLUI_Spinner *add_spinner( const char *name,
int data_type=GLUI_SPINNER_INT,
void *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_Spinner *add_spinner_to_panel( GLUI_Panel *panel,
const char *name,
int data_type=GLUI_SPINNER_INT,
void *live_var=NULL,
int id=-1,
GLUI_CB callback=GLUI_CB() );
GLUI_Panel *add_panel( const char *name, int type=GLUI_PANEL_EMBOSSED );
GLUI_Panel *add_panel_to_panel( GLUI_Panel *panel, const char *name,
int type=GLUI_PANEL_EMBOSSED );
GLUI_Rollout *add_rollout( const char *name, int open=true,
int type=GLUI_PANEL_EMBOSSED);
GLUI_Rollout *add_rollout_to_panel( GLUI_Panel *panel, const char *name,
int open=true,
int type=GLUI_PANEL_EMBOSSED);
/** Set the window where our widgets should be displayed. */
void set_main_gfx_window( int window_id );
int get_glut_window_id( void ) { return glut_window_id; }
void enable( void ) { main_panel->enable(); }
void disable( void );
void sync_live( void );
void close( void );
void show( void );
void hide( void );
/***** GLUT callback setup functions *****/
/*
void set_glutDisplayFunc(void (*f)(void));
void set_glutReshapeFunc(void (*f)(int width, int height));
void set_glutKeyboardFunc(void (*f)(unsigned char key, int x, int y));
void set_glutSpecialFunc(void (*f)(int key, int x, int y));
void set_glutMouseFunc(void (*f)(int button, int state, int x, int y));
void set_glutMotionFunc(void (*f)(int x, int y));
void set_glutPassiveMotionFunc(void (*f)(int x, int y));
void set_glutEntryFunc(void (*f)(int state));
void set_glutVisibilityFunc(void (*f)(int state));
void set_glutInit( int *argcp, const char **argv );
void set_glutInitWindowSize(int width, int height);
void set_glutInitWindowPosition(int x, int y);
void set_glutInitDisplayMode(unsigned int mode);
int set_glutCreateWindow(const char *name);
*/
/***** Constructors and desctructors *****/
int init( const char *name, long flags, int x, int y, int parent_window );
protected:
virtual int add_control( GLUI_Node *parent, GLUI_Control *control ) {
return GLUI_Main::add_control( parent, control );
}
};
/************************************************************/
/* */
/* EditText class */
/* */
/************************************************************/
class GLUIAPI GLUI_EditText : public GLUI_Control
{
public:
int has_limits;
int data_type;
GLUI_String orig_text;
int insertion_pt;
int title_x_offset;
int text_x_offset;
int substring_start; /*substring that gets displayed in box*/
int substring_end;
int sel_start, sel_end; /* current selection */
int num_periods;
int last_insertion_pt;
float float_low, float_high;
int int_low, int_high;
GLUI_Spinner *spinner;
int debug;
int draw_text_only;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
int special_handler( int key, int modifiers );
void activate( int how );
void deactivate( void );
void draw( int x, int y );
int mouse_over( int state, int x, int y );
int find_word_break( int start, int direction );
int substring_width( int start, int end );
void clear_substring( int start, int end );
int find_insertion_pt( int x, int y );
int update_substring_bounds( void );
void update_and_draw_text( void );
void draw_text( int x, int y );
void draw_insertion_pt( void );
void set_numeric_text( void );
void update_x_offsets( void );
void update_size( void );
void set_float_limits( float low,float high,int limit_type=GLUI_LIMIT_CLAMP);
void set_int_limits( int low, int high, int limit_type=GLUI_LIMIT_CLAMP );
void set_float_val( float new_val );
void set_int_val( int new_val );
void set_text( const char *text );
void set_text( const GLUI_String &s) { set_text(s.c_str()); }
const char *get_text() { return text.c_str(); }
void dump( FILE *out, const char *text );
// Constructor, no live variable
GLUI_EditText( GLUI_Node *parent, const char *name,
int text_type=GLUI_EDITTEXT_TEXT,
int id=-1, GLUI_CB callback=GLUI_CB() );
// Constructor, int live variable
GLUI_EditText( GLUI_Node *parent, const char *name,
int *live_var,
int id=-1, GLUI_CB callback=GLUI_CB() );
// Constructor, float live variable
GLUI_EditText( GLUI_Node *parent, const char *name,
float *live_var,
int id=-1, GLUI_CB callback=GLUI_CB() );
// Constructor, char* live variable
GLUI_EditText( GLUI_Node *parent, const char *name,
char *live_var,
int id=-1, GLUI_CB callback=GLUI_CB() );
// Constructor, std::string live variable
GLUI_EditText( GLUI_Node *parent, const char *name,
std::string &live_var,
int id=-1, GLUI_CB callback=GLUI_CB() );
// Deprecated constructor, only called internally
GLUI_EditText( GLUI_Node *parent, const char *name,
int text_type, void *live_var,
int id, GLUI_CB callback );
// Deprecated constructor, only called internally
GLUI_EditText( void ) { common_init(); }
protected:
void common_init( void ) {
h = GLUI_EDITTEXT_HEIGHT;
w = GLUI_EDITTEXT_WIDTH;
title_x_offset = 0;
text_x_offset = 55;
insertion_pt = -1;
last_insertion_pt = -1;
name = "";
substring_start = 0;
data_type = GLUI_EDITTEXT_TEXT;
substring_end = 2;
num_periods = 0;
has_limits = GLUI_LIMIT_NONE;
sel_start = 0;
sel_end = 0;
active_type = GLUI_CONTROL_ACTIVE_PERMANENT;
can_activate = true;
spacebar_mouse_click = false;
spinner = NULL;
debug = false;
draw_text_only = false;
}
void common_construct( GLUI_Node *parent, const char *name,
int data_type, int live_type, void *live_var,
int id, GLUI_CB callback );
};
/************************************************************/
/* */
/* CommandLine class */
/* */
/************************************************************/
//moved here to make it compile in VS2010(can only do this in namespace scope).
#ifdef _MSC_VER
// Explicit template instantiation needed for dll
template class GLUIAPI std::allocator<GLUI_String>;
template class GLUIAPI std::vector<GLUI_String, std::allocator<GLUI_String> >;
#endif
class GLUIAPI GLUI_CommandLine : public GLUI_EditText
{
public:
typedef GLUI_EditText Super;
enum { HIST_SIZE = 100 };
std::vector<GLUI_String> hist_list;
int curr_hist;
int oldest_hist;
int newest_hist;
bool commit_flag;
public:
int key_handler( unsigned char key,int modifiers );
int special_handler( int key,int modifiers );
void deactivate( void );
virtual const char *get_history( int command_number ) const
{ return hist_list[command_number - oldest_hist].c_str(); }
virtual GLUI_String& get_history_str( int command_number )
{ return hist_list[command_number - oldest_hist]; }
virtual const GLUI_String& get_history_str( int command_number ) const
{ return hist_list[command_number - oldest_hist]; }
virtual void recall_history( int history_number );
virtual void scroll_history( int direction );
virtual void add_to_history( const char *text );
virtual void reset_history( void );
void dump( FILE *out, const char *text );
GLUI_CommandLine( GLUI_Node *parent, const char *name, void *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_CommandLine( void ) { common_init(); }
protected:
void common_init() {
hist_list.resize(HIST_SIZE);
curr_hist = 0;
oldest_hist = 0;
newest_hist = 0;
commit_flag = false;
}
};
/************************************************************/
/* */
/* RadioGroup class (container) */
/* */
/************************************************************/
class GLUIAPI GLUI_RadioGroup : public GLUI_Control
{
public:
int num_buttons;
void draw( int x, int y );
void set_name( const char *text );
void set_int_val( int int_val );
void set_selected( int int_val );
void draw_group( int translate );
GLUI_RadioGroup( GLUI_Node *parent, int *live_var=NULL,
int user_id=-1,GLUI_CB callback=GLUI_CB() );
GLUI_RadioGroup( void ) { common_init(); }
protected:
void common_init( void ) {
x_off = 0;
y_off_top = 0;
y_off_bot = 0;
is_container = true;
w = 300;
h = 300;
num_buttons = 0;
name = "";
can_activate = false;
live_type = GLUI_LIVE_INT;
}
};
/************************************************************/
/* */
/* RadioButton class (container) */
/* */
/************************************************************/
class GLUIAPI GLUI_RadioButton : public GLUI_Control
{
public:
int orig_value;
bool currently_inside;
int text_x_offset;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
void draw( int x, int y );
void update_size( void );
void draw_active_area( void );
void draw_checked( void );
void draw_unchecked( void );
void draw_O( void );
GLUI_RadioButton( GLUI_RadioGroup *group, const char *name );
GLUI_RadioGroup *group;
protected:
void common_init()
{
glui_format_str( name, "RadioButton: %p", (void *) this );
h = GLUI_RADIOBUTTON_SIZE;
group = NULL;
orig_value = -1;
text_x_offset = 18;
can_activate = true;
}
};
/************************************************************/
/* */
/* Separator class (container) */
/* */
/************************************************************/
class GLUIAPI GLUI_Separator : public GLUI_Control
{
public:
void draw( int x, int y );
GLUI_Separator( GLUI_Node *parent );
GLUI_Separator( void ) { common_init(); }
protected:
void common_init() {
w = 100;
h = GLUI_SEPARATOR_HEIGHT;
can_activate = false;
}
};
#define GLUI_SPINNER_ARROW_WIDTH 12
#define GLUI_SPINNER_ARROW_HEIGHT 8
#define GLUI_SPINNER_ARROW_Y 2
#define GLUI_SPINNER_STATE_NONE 0
#define GLUI_SPINNER_STATE_UP 1
#define GLUI_SPINNER_STATE_DOWN 2
#define GLUI_SPINNER_STATE_BOTH 3
#define GLUI_SPINNER_DEFAULT_GROWTH_EXP 1.05f
/************************************************************/
/* */
/* Spinner class (container) */
/* */
/************************************************************/
class GLUIAPI GLUI_Spinner : public GLUI_Control
{
public:
// Constructor, no live var
GLUI_Spinner( GLUI_Node* parent, const char *name,
int data_type=GLUI_SPINNER_INT, int id=-1, GLUI_CB callback=GLUI_CB() );
// Constructor, int live var
GLUI_Spinner( GLUI_Node* parent, const char *name,
int *live_var, int id=-1, GLUI_CB callback=GLUI_CB() );
// Constructor, float live var
GLUI_Spinner( GLUI_Node* parent, const char *name,
float *live_var, int id=-1, GLUI_CB callback=GLUI_CB() );
// Deprecated constructor
GLUI_Spinner( GLUI_Node* parent, const char *name,
int data_type,
void *live_var,
int id=-1, GLUI_CB callback=GLUI_CB() );
// Deprecated constructor
GLUI_Spinner( void ) { common_init(); }
bool currently_inside;
int state;
float growth, growth_exp;
int last_x, last_y;
int data_type;
int callback_count;
int last_int_val;
float last_float_val;
int first_callback;
float user_speed;
GLUI_EditText *edittext;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
int special_handler( int key,int modifiers );
void draw( int x, int y );
void draw_pressed( void );
void draw_unpressed( void );
void draw_text( int sunken );
void update_size( void );
void set_float_limits( float low,float high,int limit_type=GLUI_LIMIT_CLAMP);
void set_int_limits( int low, int high,int limit_type=GLUI_LIMIT_CLAMP);
int find_arrow( int local_x, int local_y );
void do_drag( int x, int y );
void do_callbacks( void );
void do_click( void );
void idle( void );
bool needs_idle( void ) const;
const char *get_text( void );
void set_float_val( float new_val );
void set_int_val( int new_val );
float get_float_val( void );
int get_int_val( void );
void increase_growth( void );
void reset_growth( void );
void set_speed( float speed ) { user_speed = speed; }
protected:
void common_init() {
glui_format_str( name, "Spinner: %p", this );
h = GLUI_EDITTEXT_HEIGHT;
w = GLUI_EDITTEXT_WIDTH;
x_off = 0;
y_off_top = 0;
y_off_bot = 0;
can_activate = true;
state = GLUI_SPINNER_STATE_NONE;
edittext = NULL;
growth_exp = GLUI_SPINNER_DEFAULT_GROWTH_EXP;
callback_count = 0;
first_callback = true;
user_speed = 1.0;
}
void common_construct( GLUI_Node* parent, const char *name,
int data_type, void *live_var,
int id, GLUI_CB callback );
};
/************************************************************/
/* */
/* StaticText class */
/* */
/************************************************************/
class GLUIAPI GLUI_StaticText : public GLUI_Control
{
public:
void set_text( const char *text );
void draw( int x, int y );
void draw_text( void );
void update_size( void );
void erase_text( void );
GLUI_StaticText(GLUI_Node *parent, const char *name);
GLUI_StaticText( void ) { common_init(); }
protected:
void common_init() {
h = GLUI_STATICTEXT_SIZE;
name = "";
can_activate = false;
}
};
/************************************************************/
/* */
/* TextBox class - JVK */
/* */
/************************************************************/
class GLUIAPI GLUI_TextBox : public GLUI_Control
{
public:
/* GLUI Textbox - JVK */
GLUI_TextBox(GLUI_Node *parent, GLUI_String &live_var,
bool scroll = false, int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_TextBox( GLUI_Node *parent,
bool scroll = false, int id=-1,
GLUI_CB callback=GLUI_CB() );
GLUI_String orig_text;
int insertion_pt;
int substring_start; /*substring that gets displayed in box*/
int substring_end;
int sel_start, sel_end; /* current selection */
int last_insertion_pt;
int debug;
int draw_text_only;
int tab_width;
int start_line;
int num_lines;
int curr_line;
int visible_lines;
int insert_x; /* Similar to "insertion_pt", these variables keep */
int insert_y; /* track of where the ptr is, but in pixels */
int keygoal_x; /* where up down keys would like to put insertion pt*/
GLUI_Scrollbar *scrollbar;
// EG: Added
bool continuous_callback;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
int special_handler( int key,int modifiers );
void activate( int how );
void deactivate( void );
void enable( void );
void disable( void );
void draw( int x, int y );
int mouse_over( int state, int x, int y );
int get_box_width();
int find_word_break( int start, int direction );
int substring_width( int start, int end, int initial_width=0 );
void clear_substring( int start, int end );
int find_insertion_pt( int x, int y );
int update_substring_bounds( void );
void update_and_draw_text( void );
void draw_text( int x, int y );
void draw_insertion_pt( void );
void update_x_offsets( void );
void update_size( void );
void set_text( const char *text );
const char *get_text( void ) { return text.c_str(); }
void dump( FILE *out, char *text );
void set_tab_w(int w) { tab_width = w; }
void set_start_line(int l) { start_line = l; }
static void scrollbar_callback(GLUI_Control*);
bool wants_tabs( void ) const { return true; }
protected:
void common_init()
{
h = GLUI_TEXTBOX_HEIGHT;
w = GLUI_TEXTBOX_WIDTH;
tab_width = GLUI_TAB_WIDTH;
num_lines = 0;
visible_lines = 0;
start_line = 0;
curr_line = 0;
insert_y = -1;
insert_x = -1;
insertion_pt = -1;
last_insertion_pt = -1;
name[0] = '\0';
substring_start = 0;
substring_end = 2;
sel_start = 0;
sel_end = 0;
active_type = GLUI_CONTROL_ACTIVE_PERMANENT;
can_activate = true;
spacebar_mouse_click = false;
scrollbar = NULL;
debug = false;
draw_text_only = false;
}
void common_construct(
GLUI_Node *parent, GLUI_String *live_var,
bool scroll, int id, GLUI_CB callback);
};
/************************************************************/
/* */
/* List class - JVK */
/* */
/************************************************************/
class GLUIAPI GLUI_List_Item : public GLUI_Node
{
public:
GLUI_String text;
int id;
};
/************************************************************/
/* */
/* List class - JVK */
/* */
/************************************************************/
class GLUIAPI GLUI_List : public GLUI_Control
{
public:
/* GLUI List - JVK */
GLUI_List( GLUI_Node *parent, bool scroll = false,
int id=-1, GLUI_CB callback=GLUI_CB() );
/*, GLUI_Control *object = NULL
,GLUI_InterObject_CB obj_cb = NULL);*/
GLUI_List( GLUI_Node *parent,
GLUI_String& live_var, bool scroll = false,
int id=-1,
GLUI_CB callback=GLUI_CB()
/*,GLUI_Control *object = NULL */
/*,GLUI_InterObject_CB obj_cb = NULL*/);
GLUI_String orig_text;
int debug;
int draw_text_only;
int start_line;
int num_lines;
int curr_line;
int visible_lines;
GLUI_Scrollbar *scrollbar;
GLUI_List_Item items_list;
GLUI_Control *associated_object;
GLUI_CB obj_cb;
int cb_click_type;
int last_line;
int last_click_time;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
int special_handler( int key,int modifiers );
void activate( int how );
void deactivate( void );
void draw( int x, int y );
int mouse_over( int state, int x, int y );
int get_box_width();
int find_word_break( int start, int direction );
int substring_width( const char *t, int start, int end );
int find_line( int x, int y );
void update_and_draw_text( void );
void draw_text( const char *t, int selected, int x, int y );
void update_size( void );
int add_item( int id, const char *text );
int delete_item( const char *text );
int delete_item( int id );
int delete_all();
GLUI_List_Item *get_item_ptr( const char *text );
GLUI_List_Item *get_item_ptr( int id );
void dump( FILE *out, const char *text );
void set_start_line(int l) { start_line = l; }
static void scrollbar_callback(GLUI_Control*);
int get_current_item() { return curr_line; }
void set_click_type(int d) {
cb_click_type = d; }
void set_object_callback(GLUI_CB cb=GLUI_CB(), GLUI_Control*obj=NULL)
{ obj_cb=cb; associated_object=obj; }
protected:
void common_init()
{
h = GLUI_LIST_HEIGHT;
w = GLUI_LIST_WIDTH;
num_lines = 0;
visible_lines = 0;
start_line = 0;
curr_line = 0;
name[0] = '\0';
active_type = GLUI_CONTROL_ACTIVE_PERMANENT;
can_activate = true;
spacebar_mouse_click = false;
scrollbar = NULL;
debug = false;
draw_text_only = false;
cb_click_type = GLUI_SINGLE_CLICK;
last_line = -1;
last_click_time = 0;
associated_object = NULL;
};
void common_construct(
GLUI_Node *parent,
GLUI_String* live_var, bool scroll,
int id,
GLUI_CB callback
/*,GLUI_Control *object*/
/*,GLUI_InterObject_CB obj_cb*/);
};
/************************************************************/
/* */
/* Scrollbar class - JVK */
/* */
/************************************************************/
class GLUIAPI GLUI_Scrollbar : public GLUI_Control
{
public:
// Constructor, no live var
GLUI_Scrollbar( GLUI_Node *parent,
const char *name,
int horz_vert=GLUI_SCROLL_HORIZONTAL,
int data_type=GLUI_SCROLL_INT,
int id=-1, GLUI_CB callback=GLUI_CB()
/*,GLUI_Control *object = NULL*/
/*,GLUI_InterObject_CB obj_cb = NULL*/
);
// Constructor, int live var
GLUI_Scrollbar( GLUI_Node *parent, const char *name, int horz_vert,
int *live_var,
int id=-1, GLUI_CB callback=GLUI_CB()
/*,GLUI_Control *object = NULL*/
/*,GLUI_InterObject_CB obj_cb = NULL*/
);
// Constructor, float live var
GLUI_Scrollbar( GLUI_Node *parent, const char *name, int horz_vert,
float *live_var,
int id=-1, GLUI_CB callback=GLUI_CB()
/*,GLUI_Control *object = NULL*/
/*,GLUI_InterObject_CB obj_cb = NULL*/
);
bool currently_inside;
int state;
float growth, growth_exp;
int last_x, last_y;
int data_type;
int callback_count;
int last_int_val; ///< Used to prevent repeated callbacks.
float last_float_val;
int first_callback;
float user_speed;
float float_min, float_max;
int int_min, int_max;
int horizontal;
double last_update_time; ///< GLUI_Time() we last advanced scrollbar.
double velocity_limit; ///< Maximum distance to advance per second.
int box_length;
int box_start_position;
int box_end_position;
int track_length;
/* Rather than directly access an Editbox or Textbox for
changing variables, a pointer to some object is defined
along with a static callback in the form func(void *, int) -
the int is the new value, the void * must be cast to that
particular object type before use.
*/
void * associated_object; /* Lets the Spinner manage it's own callbacks */
GLUI_CB object_cb; /* function pointer to object call_back */
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
int special_handler( int key,int modifiers );
void draw( int x, int y );
void draw_pressed( void );
void draw_unpressed( void );
void draw_text( int sunken );
void update_size( void );
void set_int_limits( int low, int high,int limit_type=GLUI_LIMIT_CLAMP);
void set_float_limits( float low,float high,int limit_type=GLUI_LIMIT_CLAMP);
int find_arrow( int local_x, int local_y );
void do_drag( int x, int y );
void do_callbacks( void );
void draw_scroll( void );
void do_click( void );
void idle( void );
bool needs_idle( void ) const;
void set_int_val( int new_val );
void set_float_val( float new_val );
void increase_growth( void );
void reset_growth( void );
void set_speed( float speed ) { user_speed = speed; };
void update_scroll_parameters();
void set_object_callback(GLUI_CB cb=GLUI_CB(), GLUI_Control*obj=NULL)
{ object_cb=cb; associated_object=obj; }
protected:
void common_init ( void );
void common_construct(
GLUI_Node *parent,
const char *name,
int horz_vert,
int data_type, void* live_var,
int id, GLUI_CB callback
/*,GLUI_Control *object
,GLUI_InterObject_CB obj_cb*/
);
virtual void draw_scroll_arrow(int arrowtype, int x, int y);
virtual void draw_scroll_box(int x, int y, int w, int h);
};
/************************************************************/
/* */
/* Listbox class */
/* */
/************************************************************/
class GLUIAPI GLUI_Listbox_Item : public GLUI_Node
{
public:
GLUI_String text;
int id;
};
class GLUIAPI GLUI_Listbox : public GLUI_Control
{
public:
GLUI_String curr_text;
GLUI_Listbox_Item items_list;
int depressed;
int orig_value;
bool currently_inside;
int text_x_offset, title_x_offset;
int glut_menu_id;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int key_handler( unsigned char key,int modifiers );
int special_handler( int key,int modifiers );
void update_size( void );
void draw( int x, int y );
int mouse_over( int state, int x, int y );
void set_int_val( int new_val );
void dump( FILE *output );
int add_item( int id, const char *text );
int delete_item( const char *text );
int delete_item( int id );
int sort_items( void );
int do_selection( int item );
GLUI_Listbox_Item *get_item_ptr( const char *text );
GLUI_Listbox_Item *get_item_ptr( int id );
GLUI_Listbox( GLUI_Node *parent,
const char *name, int *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_Listbox( void ) { common_init(); }
protected:
/** Change w and return true if we need to be widened to fit the current item. */
bool recalculate_item_width( void );
void common_init() {
glui_format_str( name, "Listbox: %p", this );
w = GLUI_EDITTEXT_WIDTH;
h = GLUI_EDITTEXT_HEIGHT;
orig_value = -1;
title_x_offset = 0;
text_x_offset = 55;
can_activate = true;
curr_text = "";
live_type = GLUI_LIVE_INT; /* This has an integer live var */
depressed = false;
glut_menu_id = -1;
}
~GLUI_Listbox();
};
/************************************************************/
/* */
/* Mouse_Interaction class */
/* */
/************************************************************/
/**
This is the superclass of translation and rotation widgets.
*/
class GLUIAPI GLUI_Mouse_Interaction : public GLUI_Control
{
public:
/*int get_main_area_size( void ) { return MIN( h-18, */
int draw_active_area_only;
int mouse_down_handler( int local_x, int local_y );
int mouse_up_handler( int local_x, int local_y, bool inside );
int mouse_held_down_handler( int local_x, int local_y, bool inside );
int special_handler( int key, int modifiers );
void update_size( void );
void draw( int x, int y );
void draw_active_area( void );
/*** The following methods (starting with "iaction_") need to
be overloaded ***/
virtual int iaction_mouse_down_handler( int local_x, int local_y ) = 0;
virtual int iaction_mouse_up_handler( int local_x, int local_y, bool inside )=0;
virtual int iaction_mouse_held_down_handler( int local_x, int local_y, bool inside )=0;
virtual int iaction_special_handler( int key, int modifiers )=0;
virtual void iaction_draw_active_area_persp( void )=0;
virtual void iaction_draw_active_area_ortho( void )=0;
virtual void iaction_dump( FILE *output )=0;
virtual void iaction_init( void ) = 0;
GLUI_Mouse_Interaction( void ) {
glui_format_str( name, "Mouse_Interaction: %p", this );
w = GLUI_MOUSE_INTERACTION_WIDTH;
h = GLUI_MOUSE_INTERACTION_HEIGHT;
can_activate = true;
live_type = GLUI_LIVE_NONE;
alignment = GLUI_ALIGN_CENTER;
draw_active_area_only = false;
}
};
/************************************************************/
/* */
/* Rotation class */
/* */
/************************************************************/
/**
An onscreen rotation controller--allows the user to interact with
a 3D rotation via a spaceball-like interface.
*/
class GLUIAPI GLUI_Rotation : public GLUI_Mouse_Interaction
{
public:
Arcball *ball;
GLUquadricObj *quadObj;
bool can_spin, spinning;
float damping;
int iaction_mouse_down_handler( int local_x, int local_y );
int iaction_mouse_up_handler( int local_x, int local_y, bool inside );
int iaction_mouse_held_down_handler( int local_x, int local_y, bool inside );
int iaction_special_handler( int key, int modifiers );
void iaction_init( void ) { init_ball(); }
void iaction_draw_active_area_persp( void );
void iaction_draw_active_area_ortho( void );
void iaction_dump( FILE *output );
/* void update_size( void ); */
/* void draw( int x, int y ); */
/* int mouse_over( int state, int x, int y ); */
void setup_texture( void );
void setup_lights( void );
void draw_ball( float radius );
void init_ball( void );
void reset( void );
bool needs_idle( void ) const;
void idle( void );
void copy_float_array_to_ball( void );
void copy_ball_to_float_array( void );
void set_spin( float damp_factor );
GLUI_Rotation( GLUI_Node *parent, const char *name, float *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_Rotation(void) { common_init(); }
protected:
void common_init();
};
/************************************************************/
/* */
/* Translation class */
/* */
/************************************************************/
/**
An onscreen translation controller--allows the user to interact with
a 3D translation.
*/
class GLUIAPI GLUI_Translation : public GLUI_Mouse_Interaction
{
public:
int trans_type; /* Is this an XY or a Z controller? */
int down_x, down_y;
float scale_factor;
GLUquadricObj *quadObj;
int trans_mouse_code;
float orig_x, orig_y, orig_z;
int locked;
int iaction_mouse_down_handler( int local_x, int local_y );
int iaction_mouse_up_handler( int local_x, int local_y, bool inside );
int iaction_mouse_held_down_handler( int local_x, int local_y, bool inside );
int iaction_special_handler( int key, int modifiers );
void iaction_init( void ) { }
void iaction_draw_active_area_persp( void );
void iaction_draw_active_area_ortho( void );
void iaction_dump( FILE *output );
void set_speed( float s ) { scale_factor = s; }
void setup_texture( void );
void setup_lights( void );
void draw_2d_arrow( int radius, int filled, int orientation );
void draw_2d_x_arrows( int radius );
void draw_2d_y_arrows( int radius );
void draw_2d_z_arrows( int radius );
void draw_2d_xy_arrows( int radius );
int get_mouse_code( int x, int y );
/* Float array is either a single float (for single-axis controls),
or two floats for X and Y (if an XY controller) */
float get_z( void ) { return float_array_val[0]; }
float get_x( void ) { return float_array_val[0]; }
float get_y( void ) {
if ( trans_type == GLUI_TRANSLATION_XY ) return float_array_val[1];
else return float_array_val[0];
}
void set_z( float val );
void set_x( float val );
void set_y( float val );
void set_one_val( float val, int index );
GLUI_Translation( GLUI_Node *parent, const char *name,
int trans_type, float *live_var=NULL,
int id=-1, GLUI_CB callback=GLUI_CB() );
GLUI_Translation( void ) { common_init(); }
protected:
void common_init() {
locked = GLUI_TRANSLATION_LOCK_NONE;
glui_format_str( name, "Translation: %p", this );
w = GLUI_MOUSE_INTERACTION_WIDTH;
h = GLUI_MOUSE_INTERACTION_HEIGHT;
can_activate = true;
live_type = GLUI_LIVE_FLOAT_ARRAY;
float_array_size = 0;
alignment = GLUI_ALIGN_CENTER;
trans_type = GLUI_TRANSLATION_XY;
scale_factor = 1.0;
quadObj = NULL;
trans_mouse_code = GLUI_TRANSLATION_MOUSE_NONE;
}
};
/********** Misc functions *********************/
int _glutBitmapWidthString( void *font, const char *s );
void _glutBitmapString( void *font, const char *s );
/********** Our own callbacks for glut *********/
/* These are the callbacks that we pass to glut. They take
some action if necessary, then (possibly) call the user-level
glut callbacks.
*/
void glui_display_func( void );
void glui_reshape_func( int w, int h );
void glui_keyboard_func(unsigned char key, int x, int y);
void glui_special_func(int key, int x, int y);
void glui_mouse_func(int button, int state, int x, int y);
void glui_motion_func(int x, int y);
void glui_passive_motion_func(int x, int y);
void glui_entry_func(int state);
void glui_visibility_func(int state);
void glui_idle_func(void);
void glui_parent_window_reshape_func( int w, int h );
void glui_parent_window_keyboard_func(unsigned char key, int x, int y);
void glui_parent_window_mouse_func(int, int, int, int );
void glui_parent_window_special_func(int key, int x, int y);
#endif