// addUIDrawables() provides access to the MUIDrawManager, which can be used // to queue up operations for drawing simple UI elements such as lines, circles and // text. To enable addUIDrawables(), override hasUIDrawables() and make it return true. void FootPrintDrawOverride::addUIDrawables( const MDagPath& objPath, MHWRender::MUIDrawManager& drawManager, const MHWRender::MFrameContext& frameContext, const MUserData* data) { // Get data cached by prepareForDraw() for each drawable instance, then MUIDrawManager // can draw simple UI by these data. FootPrintData* pLocatorData = (FootPrintData*)data; if (!pLocatorData) { return; } drawManager.beginDrawable(); // Draw the foot print solid/wireframe drawManager.setColor( pLocatorData->fColor ); drawManager.setDepthPriority(5); if (frameContext.getDisplayStyle() & MHWRender::MFrameContext::kGouraudShaded) { drawManager.mesh(MHWRender::MUIDrawManager::kTriangles, pLocatorData->fSoleTriangleList); drawManager.mesh(MHWRender::MUIDrawManager::kTriangles, pLocatorData->fHeelTriangleList); } drawManager.mesh(MHWRender::MUIDrawManager::kClosedLine, pLocatorData->fSoleLineList); drawManager.mesh(MHWRender::MUIDrawManager::kClosedLine, pLocatorData->fHeelLineList); // Draw a text "Foot" MPoint pos( 0.0, 0.0, 0.0 ); // Position of the text MColor textColor( 0.1f, 0.8f, 0.8f, 1.0f ); // Text color drawManager.setColor( textColor ); drawManager.setFontSize( MHWRender::MUIDrawManager::kSmallFontSize ); drawManager.text( pos, MString("Footprint"), MHWRender::MUIDrawManager::kCenter ); drawManager.endDrawable(); }
MStatus SGToolContext::doPtrMoved(MEvent& evt, MHWRender::MUIDrawManager& drawManager, const MHWRender::MFrameContext& frameContext ) { sgPrintf( "context class name : %s", frameContext.className() ); return MS::kSuccess; }
void UsdMayaGLHdRenderer::GenerateDefaultVp2DrawRequests( const MDagPath& objPath, const MHWRender::MFrameContext& frameContext, const MBoundingBox& bounds, UsdMayaGLHdRenderer::RequestDataArray *requestArray ) { if(requestArray == NULL) { return; } M3dView viewHelper = M3dView::active3dView(); const MHWRender::DisplayStatus displayStatus = MHWRender::MGeometryUtilities::displayStatus(objPath); const bool isSelected = (displayStatus == MHWRender::kActive) || (displayStatus == MHWRender::kLead) || (displayStatus == MHWRender::kHilite); const MColor mayaWireframeColor = MHWRender::MGeometryUtilities::wireframeColor(objPath); const GfVec4f wireframeColor(mayaWireframeColor.r, mayaWireframeColor.g, mayaWireframeColor.b, mayaWireframeColor.a); requestArray->clear(); if( !(frameContext.getDisplayStyle() & MHWRender::MFrameContext::DisplayStyle::kWireFrame) && !(frameContext.getDisplayStyle() & MHWRender::MFrameContext::DisplayStyle::kBoundingBox) ) { UsdMayaGLHdRenderer::RequestData shadedRequest; shadedRequest.fWireframeColor = wireframeColor; shadedRequest.bounds = bounds; // Maya 2015 lacks MHWRender::MFrameContext::DisplayStyle::kFlatShaded for whatever reason... #if MAYA_API_VERSION >= 201600 if( frameContext.getDisplayStyle() & MHWRender::MFrameContext::DisplayStyle::kFlatShaded ) { shadedRequest.drawRequest.setToken( UsdMayaGLHdRenderer::DRAW_SHADED_FLAT ); shadedRequest.drawRequest.setDisplayStyle(M3dView::kFlatShaded); } else #endif { shadedRequest.drawRequest.setToken( UsdMayaGLHdRenderer::DRAW_SHADED_SMOOTH ); shadedRequest.drawRequest.setDisplayStyle(M3dView::kGouraudShaded); } requestArray->push_back( shadedRequest ); } if(isSelected || (frameContext.getDisplayStyle() & MHWRender::MFrameContext::DisplayStyle::kWireFrame) ) { UsdMayaGLHdRenderer::RequestData wireRequest; wireRequest.bounds = bounds; wireRequest.drawRequest.setToken( UsdMayaGLHdRenderer::DRAW_WIREFRAME); wireRequest.drawRequest.setDisplayStyle(M3dView::kWireFrame); wireRequest.fWireframeColor = wireframeColor; requestArray->push_back( wireRequest ); } }