コード例 #1
0
ファイル: UIScrollBar.cpp プロジェクト: BitYorkie/KlayGE
	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));
					}
				}
			}
		}
	}
コード例 #2
0
ファイル: UISlider.cpp プロジェクト: Chenmxs/KlayGE
	void UISlider::MouseDownHandler(UIDialog const & /*sender*/, uint32_t buttons, int2 const & pt)
	{
		if (buttons & MB_Left)
		{
			if (button_rc_.PtInRect(pt))
			{
				// Pressed while inside the control
				pressed_ = true;

				drag_x_ = pt.x();
				//m_nDragY = arg.location.y();
				drag_offset_ = button_x_ - drag_x_;

				//m_nDragValue = value_;

				if (!has_focus_)
				{
					this->GetDialog()->RequestFocus(*this);
				}

				return;
			}

			if (slider_rc_.PtInRect(pt))
			{
				drag_x_ = pt.x();
				drag_offset_ = 0;
				pressed_ = true;

				if (!has_focus_)
				{
					this->GetDialog()->RequestFocus(*this);
				}

				if (pt.x() > button_x_ + x_)
				{
					this->SetValueInternal(value_ + 1);
					return;
				}

				if (pt.x() < button_x_ + x_)
				{
					this->SetValueInternal(value_ - 1);
					return;
				}
			}
		}
	}
コード例 #3
0
ファイル: UISlider.cpp プロジェクト: Chenmxs/KlayGE
	void UISlider::MouseOverHandler(UIDialog const & /*sender*/, uint32_t /*buttons*/, int2 const & pt)
	{
		if (pressed_)
		{
			this->SetValueInternal(ValueFromPos(x_ + pt.x() + drag_offset_));
		}
	}
コード例 #4
0
	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;
				}
			}
		}
	}
コード例 #5
0
	void UIEditBox::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))
			{
				mouse_drag_ = true;

				// Determine the character corresponding to the coordinates.
				int nX1st = buffer_.CPtoX(first_visible_, false);  // X offset of the 1st visible char
				bool bTrail;
				int nCP = buffer_.XtoCP(pt.x() - text_rc_.left() + nX1st, bTrail);

				// Cap at the nullptr character.
				if (bTrail && (nCP < static_cast<int>(buffer_.GetTextSize())))
				{
					this->PlaceCaret(nCP + 1);
				}
				else
				{
					this->PlaceCaret(nCP);
				}
				sel_start_ = caret_pos_;
				this->ResetCaretBlink();
			}
		}
	}
コード例 #6
0
ファイル: glsystem.cpp プロジェクト: carriercomm/lobster-1
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
}
コード例 #7
0
ファイル: sdlsystem.cpp プロジェクト: The-Mad-Pirate/lobster
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;
}
コード例 #8
0
ファイル: glsystem.cpp プロジェクト: carriercomm/lobster-1
void OpenGLFrameStart(const int2 &screensize)
{
    glViewport(0, 0, screensize.x(), screensize.y());

    SetBlendMode(BLEND_ALPHA);

    curcolor = float4(1);

    lights.clear();
}
コード例 #9
0
	void UIEditBox::MouseOverHandler(UIDialog const & /*sender*/, uint32_t /*buttons*/, int2 const & pt)
	{
		if (mouse_drag_)
		{
			// Determine the character corresponding to the coordinates.
			int nX1st = buffer_.CPtoX(first_visible_, false);  // X offset of the 1st visible char
			bool bTrail;
			int nCP = buffer_.XtoCP(pt.x() - text_rc_.left() + nX1st, bTrail);
			// Cap at the nullptr character.
			if (bTrail && (nCP < static_cast<int>(buffer_.GetTextSize())))
			{
				this->PlaceCaret(nCP + 1);
			}
			else
			{
				this->PlaceCaret(nCP);
			}
		}
	}
コード例 #10
0
ファイル: Blur.cpp プロジェクト: BenKZSSS/ToyGE
	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());
	}
コード例 #11
0
ファイル: KFontGen.cpp プロジェクト: BobLChen/KlayGE
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;
}
コード例 #12
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;
					}
				}
			}
		}
	}
コード例 #13
0
ファイル: sdlsystem.cpp プロジェクト: slagusev/lobster
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 "";
}
コード例 #14
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());
					}
				}
			}
		}
	}
コード例 #15
0
ファイル: graphics.cpp プロジェクト: nakunaku794/lobster
 STARTDECL(gl_perspective) (Value &fovy, Value &znear, Value &zfar)
 {
     Set3DMode(fovy.fval*RAD, screensize.x() / (float)screensize.y(), znear.fval, zfar.fval);
     return Value();
 }