Beispiel #1
0
	void UIScrollBar::MouseOverHandler(UIDialog const & /*sender*/, uint32_t /*buttons*/, int2 const & pt)
	{
		last_mouse_ = pt;
		is_mouse_over_ = true;

		if (drag_)
		{
			thumb_rc_.bottom() += pt.y() - thumb_offset_y_ - thumb_rc_.top();
			thumb_rc_.top() = pt.y() - thumb_offset_y_;
			if (thumb_rc_.top() < track_rc_.top())
			{
				thumb_rc_ += int2(0, track_rc_.top() - thumb_rc_.top());
			}
			else
			{
				if (thumb_rc_.bottom() > track_rc_.bottom())
				{
					thumb_rc_ += int2(0, track_rc_.bottom() - thumb_rc_.bottom());
				}
			}

			// Compute first item index based on thumb position

			size_t nMaxFirstItem = end_ - start_ - page_size_;  // Largest possible index for first item
			size_t nMaxThumb = track_rc_.Height() - thumb_rc_.Height();  // Largest possible thumb position from the top

			position_ = start_ +
				(thumb_rc_.top() - track_rc_.top() +
				nMaxThumb / (nMaxFirstItem * 2)) * // Shift by half a row to avoid last row covered by only one pixel
				nMaxFirstItem  / nMaxThumb;
		}
	}
Beispiel #2
0
	void UIScrollBar::MouseDownHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
	{
		last_mouse_ = pt;
		if (buttons & MB_Left)
		{
			if (up_button_rc_.PtInRect(pt))
			{
				if (position_ > start_)
				{
					-- position_;
				}
				this->UpdateThumbRect();
				arrow_ = CLICKED_UP;
				arrow_ts_ = timer_.current_time();
				return;
			}

			// Check for click on down button

			if (down_button_rc_.PtInRect(pt))
			{
				if (position_ + page_size_ < end_)
				{
					++ position_;
				}
				this->UpdateThumbRect();
				arrow_ = CLICKED_DOWN;
				arrow_ts_ = timer_.current_time();
				return;
			}

			// Check for click on thumb

			if (thumb_rc_.PtInRect(pt))
			{
				drag_ = true;
				thumb_offset_y_ = pt.y() - thumb_rc_.top();
				return;
			}

			// Check for click on track

			if ((thumb_rc_.left() <= pt.x()) && (thumb_rc_.right() > pt.x()))
			{
				if ((thumb_rc_.top() > pt.y()) && (track_rc_.top() <= pt.y()))
				{
					this->Scroll(-static_cast<int>(page_size_ - 1));
				}
				else
				{
					if ((thumb_rc_.bottom() <= pt.y()) && (track_rc_.bottom() > pt.y()))
					{
						this->Scroll(static_cast<int>(page_size_ - 1));
					}
				}
			}
		}
	}
	void UIPolylineEditBox::MouseUpHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
	{
		if (buttons & MB_Left)
		{
			if (!this->GetDialog()->IsKeyboardInputEnabled())
			{
				this->GetDialog()->ClearFocus();
			}

			if (this->ContainsPoint(pt))
			{
				if (move_point_)
				{
					if ((this->ActivePoint() != 0) && (this->ActivePoint() != static_cast<int>(this->NumCtrlPoints() - 1)))
					{
						float2 p = this->PtFromCoord(pt.x(), pt.y());
						if ((p.x() < 0) || (p.x() > 1) || (p.y() < 0) || (p.y() > 1))
						{
							this->DelCtrlPoint(this->ActivePoint());
						}
					}

					move_point_ = false;
				}
			}
		}
	}
Beispiel #4
0
void Set2DMode(const int2 &screensize)
{
    glDisable(GL_CULL_FACE);  
    glDisable(GL_DEPTH_TEST);

    otransforms = objecttransforms();

    view2clip = orthoGL(0, (float)screensize.x(), (float)screensize.y(), 0, 1, -1); // left handed coordinate system
}
Beispiel #5
0
bool ScreenShot(const char *filename)
{
    SDL_Surface *surf = SDL_CreateRGBSurface(0, screensize.x(), screensize.y(), 24,
                                             0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
    if (!surf) return false;

    auto pixels = ReadPixels(int2(0), screensize, false);
    SDL_LockSurface(surf);
    for (int i = 0; i < screensize.y(); i++)
        memcpy(((char *)surf->pixels) + surf->pitch * i,
               pixels + 3 * screensize.x() * (screensize.y() - i - 1),
               screensize.x() * 3);
    SDL_UnlockSurface(surf);
    delete[] pixels;

    bool ok = !SDL_SaveBMP(surf, filename);
    SDL_FreeSurface(surf);
    return ok;
}
Beispiel #6
0
void OpenGLFrameStart(const int2 &screensize)
{
    glViewport(0, 0, screensize.x(), screensize.y());

    SetBlendMode(BLEND_ALPHA);

    curcolor = float4(1);

    lights.clear();
}
Beispiel #7
0
	void UIListBox::MouseOverHandler(UIDialog const & sender, uint32_t buttons, int2 const & pt)
	{
		// Let the scroll bar handle it first.
		scroll_bar_.MouseOverHandler(sender, buttons, pt);

		if (drag_)
		{
			// Compute the index of the item below cursor

			int nItem;
			if (text_height_ != 0)
			{
				nItem = static_cast<int>(scroll_bar_.GetTrackPos() + (pt.y() - text_rc_.top()) / text_height_);
			}
			else
			{
				nItem = -1;
			}

			// Only proceed if the cursor is on top of an item.

			if ((nItem >= static_cast<int>(scroll_bar_.GetTrackPos()))
				&& (nItem < static_cast<int>(items_.size()))
				&& (nItem < static_cast<int>(scroll_bar_.GetTrackPos() + scroll_bar_.GetPageSize())))
			{
				selected_ = nItem;
				this->OnSelectionEvent()(*this);
			}
			else
			{
				if (nItem < static_cast<int>(scroll_bar_.GetTrackPos()))
				{
					// User drags the mouse above window top
					scroll_bar_.Scroll(-1);
					selected_ = static_cast<int>(scroll_bar_.GetTrackPos());
					this->OnSelectionEvent()(*this);
				}
				else
				{
					if (nItem >= static_cast<int>(scroll_bar_.GetTrackPos() + scroll_bar_.GetPageSize()))
					{
						// User drags the mouse below window bottom
						scroll_bar_.Scroll(1);
						selected_ = static_cast<int>(std::min(items_.size(), scroll_bar_.GetTrackPos() + scroll_bar_.GetPageSize())) - 1;
						this->OnSelectionEvent()(*this);
					}
				}
			}
		}
	}
Beispiel #8
0
	void Blur::GaussBlur(
		const Ptr<ShaderResourceView> & src,
		const Ptr<RenderTargetView> & dst,
		int2 numSamples,
		float2 blurRadius)
	{
		auto dstTex = dst->GetResource()->Cast<Texture>();
		auto mipSize = dstTex->GetMipSize(dst->Cast<TextureRenderTargetView>()->mipLevel);

		TextureDesc texDesc = dst->GetResource()->Cast<Texture>()->GetDesc();
		texDesc.width = mipSize.x();
		texDesc.height = mipSize.y();
		texDesc.depth = 1;
		texDesc.arraySize = 1;
		texDesc.mipLevels = 1;
		auto tmpTex = TexturePool::Instance().FindFree({ TEXTURE_2D, texDesc });

		GaussBlurX(src, tmpTex->Get()->Cast<Texture>()->GetRenderTargetView(0, 0, 1), numSamples.x(), blurRadius.x());

		GaussBlurY(tmpTex->Get()->Cast<Texture>()->GetShaderResourceView(0, 1, 0, 1), dst, numSamples.y(), blurRadius.y());
	}
Beispiel #9
0
float AADist(std::vector<float> const & img, std::vector<float2> const & grad,
	int width, int offset_addr, int2 const & offset_dist_xy, float2 const & new_dist)
{
	int closest = offset_addr - offset_dist_xy.y() * width - offset_dist_xy.x(); // Index to the edge pixel pointed to from c
	float val = img[closest];
	if (0 == val)
	{
		return 1e10f;
	}

	float di = MathLib::length(new_dist);
	float df;
	if (0 == di)
	{
		df = EdgeDistance(grad[closest], val);
	}
	else
	{
		df = EdgeDistance(new_dist, val);
	}
	return di + df;
}
Beispiel #10
0
	void UIPolylineEditBox::MouseDownHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
	{
		if (buttons & MB_Left)
		{
			if (!has_focus_)
			{
				this->GetDialog()->RequestFocus(*this);
			}

			if (this->ContainsPoint(pt))
			{
				float2 p = this->PtFromCoord(pt.x(), pt.y());
				if (MathLib::abs(this->GetValue(p.x()) - p.y()) < 0.1f)
				{
					bool found = false;
					for (int i = 0; i < static_cast<int>(this->NumCtrlPoints()); ++ i)
					{
						float2 cp = this->GetCtrlPoint(i);
						cp = p - cp;
						if (MathLib::dot(cp, cp) < 0.01f)
						{
							this->ActivePoint(i);
							move_point_ = true;
							found = true;
							break;
						}
					}

					if (!found)
					{
						this->AddCtrlPoint(p.x());
						move_point_ = true;
					}
				}
			}
		}
	}
Beispiel #11
0
string SDLInit(const char *title, int2 &screensize, bool fullscreen)
{
    //SDL_SetMainReady();
    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER /* | SDL_INIT_AUDIO*/) < 0)
    {
        return SDLError("Unable to initialize SDL");
    }

    SDL_SetEventFilter(SDLHandleAppEvents, nullptr);

    DebugLog(-1, "SDL initialized...");

    SDL_LogSetAllPriority(SDL_LOG_PRIORITY_WARN);

    // on demand now
    //extern bool sfxr_init();
    //if (!sfxr_init())
    //   return SDLError("Unable to initialize audio");

    #ifdef PLATFORM_MOBILE
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
    #else
    //certain older Intel HD GPUs and also Nvidia Quadro 1000M don't support 3.1 ? the 1000M is supposed to support 4.2
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    //SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
    #ifndef WIN32
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
    #endif
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
    #endif

    //SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);      // set this if we're in 2D mode for speed on mobile?
    SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);    // because we redraw the screen each frame

    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    DebugLog(-1, "SDL about to figure out display mode...");

    #ifdef PLATFORM_MOBILE
    landscape = screensize.x() >= screensize.y();
    int modes = SDL_GetNumDisplayModes(0);
    screensize = int2(0);
    for (int i = 0; i < modes; i++)
    {
        SDL_DisplayMode mode;
        SDL_GetDisplayMode(0, i, &mode);
        //printf("mode: %d %d\n", mode.w, mode.h);
        if (landscape ? mode.w > screensize.x() : mode.h > screensize.y())
        {
            screensize = int2(mode.w, mode.h);
        }
    }

    DebugLog(-1, inttoa(screensize.x()));
    DebugLog(-1, inttoa(screensize.y()));
    DebugLog(-1, "SDL about to create window...");

    _sdl_window = SDL_CreateWindow(title,
                                    0, 0,
                                    screensize.x(), screensize.y(),
                                    SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS);

    DebugLog(-1, _sdl_window ? "SDL window passed..." : "SDL window FAILED...");

    if (landscape) SDL_SetHint("SDL_HINT_ORIENTATIONS", "LandscapeLeft LandscapeRight");

    int ax = 0, ay = 0;
    SDL_GetWindowSize(_sdl_window, &ax, &ay);
    int2 actualscreensize(ax, ay);
    //screenscalefactor = screensize.x / actualscreensize.x;  // should be 2 on retina
    #ifdef __IOS__
        assert(actualscreensize == screensize);
        screensize = actualscreensize;
    #else
        screensize = actualscreensize;  // __ANDROID__
        DebugLog(-1, inttoa(screensize.x()));
        DebugLog(-1, inttoa(screensize.y()));
    #endif
    #else
    _sdl_window = SDL_CreateWindow(title,
                                    SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                                    screensize.x(), screensize.y(),
                                    SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE |
                                        (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0));
    #endif

    if (!_sdl_window)
        return SDLError("Unable to create window");

    DebugLog(-1, "SDL window opened...");


    _sdl_context = SDL_GL_CreateContext(_sdl_window);
    DebugLog(-1, _sdl_context ? "SDL context passed..." : "SDL context FAILED...");
    if (!_sdl_context) return SDLError("Unable to create OpenGL context");

    DebugLog(-1, "SDL OpenGL context created...");

    /*
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
    */

    #ifndef __IOS__
        SDL_GL_SetSwapInterval(1);  // vsync on
    #endif

    SDL_JoystickEventState(SDL_ENABLE);
    SDL_JoystickUpdate();
    for(int i = 0; i < SDL_NumJoysticks(); i++)
    {
        SDL_Joystick *joy;
        if (joy = SDL_JoystickOpen(i))
        {
            DebugLog(-1, "Detected joystick: %s (%d axes, %d buttons, %d balls, %d hats)\n",
                         SDL_JoystickName(joy), SDL_JoystickNumAxes(joy), SDL_JoystickNumButtons(joy),
                         SDL_JoystickNumBalls(joy), SDL_JoystickNumHats(joy));
        };
    };

    starttime = SDL_GetTicks();
    lastmillis = starttime - 16;    // ensure first frame doesn't get a crazy delta

    return "";
}
Beispiel #12
0
	void UIPolylineEditBox::MouseOverHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
	{
		if (move_point_ || this->ContainsPoint(pt))
		{
			if (0 == buttons)
			{
				float2 p = this->PtFromCoord(pt.x(), pt.y());
				if (MathLib::abs(this->GetValue(p.x()) - p.y()) < 0.1f)
				{
					elements_[POLYLINE_INDEX]->TextureColor().SetState(UICS_MouseOver);
				}
				else
				{
					elements_[POLYLINE_INDEX]->TextureColor().SetState(UICS_Normal);
				}

				int move_over_pt = -1;
				for (int i = 0; i < static_cast<int>(this->NumCtrlPoints()); ++ i)
				{
					float2 cp = this->GetCtrlPoint(i);
					cp = p - cp;
					if (MathLib::dot(cp, cp) < 0.01f)
					{
						move_over_pt = i;
						break;
					}
				}
				if (move_over_pt != -1)
				{
					active_pt_ = move_over_pt;
				}
			}
			else
			{
				if (buttons & MB_Left)
				{
					if (move_point_)
					{
						float2 p = this->PtFromCoord(pt.x(), pt.y());
						if (0 == this->ActivePoint())
						{
							p.x() = 0;
							p.y() = MathLib::clamp(p.y(), 0.0f, 1.0f);
						}
						else
						{
							if (static_cast<int>(this->NumCtrlPoints() - 1) == this->ActivePoint())
							{
								p.x() = 1;
								p.y() = MathLib::clamp(p.y(), 0.0f, 1.0f);
							}
						}
						if (this->ActivePoint() < static_cast<int>(this->NumCtrlPoints() - 1))
						{
							float2 next_p = this->GetCtrlPoint(this->ActivePoint() + 1);
							if (next_p.x() <= p.x())
							{
								p.x() = next_p.x();
							}
						}
						this->SetCtrlPoint(this->ActivePoint(), p.x(), p.y());
					}
				}
			}
		}
	}
Beispiel #13
0
 STARTDECL(gl_perspective) (Value &fovy, Value &znear, Value &zfar)
 {
     Set3DMode(fovy.fval*RAD, screensize.x() / (float)screensize.y(), znear.fval, zfar.fval);
     return Value();
 }
Beispiel #14
0
	void UIListBox::MouseDownHandler(UIDialog const & sender, uint32_t buttons, int2 const & pt)
	{
		if (buttons & MB_Left)
		{
			if (!has_focus_)
			{
				this->GetDialog()->RequestFocus(*this);
			}
		}

		// Let the scroll bar handle it first.
		scroll_bar_.MouseDownHandler(sender, buttons, pt);

		if (buttons & MB_Left)
		{
			// Check for clicks in the text area
			if (!items_.empty() && selection_rc_.PtInRect(pt))
			{
				// Compute the index of the clicked item

				int nClicked;
				if (text_height_ != 0)
				{
					nClicked = static_cast<int>(scroll_bar_.GetTrackPos() + (pt.y() - text_rc_.top()) / text_height_);
				}
				else
				{
					nClicked = -1;
				}

				// Only proceed if the click falls on top of an item.

				if ((nClicked >= static_cast<int>(scroll_bar_.GetTrackPos()))
					&& (nClicked < static_cast<int>(items_.size()))
					&& (nClicked < static_cast<int>(scroll_bar_.GetTrackPos() + scroll_bar_.GetPageSize())))
				{
					drag_ = true;

					selected_ = nClicked;
					if (!(buttons & MB_Shift))
					{
						sel_start_ = selected_;
					}

					// If this is a multi-selection listbox, update per-item
					// selection data.

					if (MULTI_SELECTION == style_)
					{
						// Determine behavior based on the state of Shift and Ctrl

						std::shared_ptr<UIListBoxItem> const & pSelItem = items_[selected_];
						if (MB_Ctrl == (buttons & (MB_Shift | MB_Ctrl)))
						{
							// Control click. Reverse the selection of this item.

							pSelItem->bSelected = !pSelItem->bSelected;
						}
						else
						{
							if (MB_Shift == (buttons & (MB_Shift | MB_Ctrl)))
							{
								// Shift click. Set the selection for all items
								// from last selected item to the current item.
								// Clear everything else.

								int nBegin = std::min(sel_start_, selected_);
								int nEnd = std::max(sel_start_, selected_);

								for (int i = 0; i < nBegin; ++ i)
								{
									items_[i]->bSelected = false;
								}

								for (int i = nEnd + 1; i < static_cast<int>(items_.size()); ++ i)
								{
									items_[i]->bSelected = false;
								}

								for (int i = nBegin; i <= nEnd; ++ i)
								{
									items_[i]->bSelected = true;
								}
							}
							else
							{
								if ((MB_Shift | MB_Ctrl) == (buttons & (MB_Shift | MB_Ctrl)))
								{
									// Control-Shift-click.

									// The behavior is:
									//   Set all items from sel_start_ to selected_ to
									//     the same state as sel_start_, not including selected_.
									//   Set selected_ to selected.

									int nBegin = std::min(sel_start_, selected_);
									int nEnd = std::max(sel_start_, selected_);

									// The two ends do not need to be set here.

									bool bLastSelected = items_[sel_start_]->bSelected;
									for (int i = nBegin + 1; i < nEnd; ++ i)
									{
										items_[i]->bSelected = bLastSelected;
									}

									pSelItem->bSelected = true;

									// Restore selected_ to the previous value
									// This matches the Windows behavior

									selected_ = sel_start_;
								}
								else
								{
									// Simple click.  Clear all items and select the clicked
									// item.


									for (size_t i = 0; i < items_.size(); ++ i)
									{
										items_[i]->bSelected = false;
									}

									pSelItem->bSelected = true;
								}
							}
						}
					}  // End of multi-selection case

					this->OnSelectionEvent()(*this);
				}
			}
		}
	}