Qt removed.
parent
44bc0b4f5d
commit
f5e0ca5b05
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@ -0,0 +1,43 @@
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cmake_minimum_required(VERSION 2.8)
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project(dust3d)
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file(GLOB_RECURSE sources
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src/glw_osx.m
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src/glw_internal.h
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src/glw_style.h
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src/glw.c
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src/glw.h
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src/dmemory.h
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src/dmemory.c
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src/3dstruct.h
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src/array.h
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src/array.c
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src/dict.h
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src/dict.c
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src/bmesh.h
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src/bmesh.c
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src/matrix.h
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src/matrix.c
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src/subdivide.h
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src/subdivide.c
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src/vector3d.h
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src/vector3d.c
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src/convexhull.h
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src/convexhull.c
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src/draw.h
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src/draw.c
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src/editor.c
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)
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IF(APPLE)
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add_executable(dust3d MACOSX_BUNDLE ${sources})
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find_package(OpenGL REQUIRED)
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include_directories(${OPENGL_INCLUDE_DIRS})
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target_link_libraries(dust3d ${OPENGL_LIBRARIES})
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -framework AppKit -framework Quartz")
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set_target_properties(dust3d PROPERTIES
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MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/src/Info.plist)
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install(TARGETS dust3d
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DESTINATION ".")
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ENDIF (APPLE)
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22
README.md
22
README.md
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@ -10,25 +10,6 @@ I was inspired by Jimmy Gunawan's blogs of monster generation, here is the first
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of 3D Articulated Shapes](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.357.7134&rep=rep1&type=pdf)(Authors: Zhongping Ji, Ligang Liu, Yigang Wang). I started to think of monster model generation for game development from years ago, thanks for this paper, Dust3D is achievable now.
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From my initial thought, Dust3D should be a tool like [Makehuman](http://www.makehuman.org), with more versatile features, not only can make human, but also be able to **generate monsters automatically**.
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Build
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============
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*Generate Xcode Project*
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```
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$ cd build
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$ qmake -spec macx-xcode
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```
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*Generate VC Project*
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```
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$ cd build
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$ qmake -tp vc
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```
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*Generate Makefile*
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```
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$ cd build
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$ qmake
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$ make
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```
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TODO & Progress
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==============
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- [x] Drawing Primitives (Dec 15, 2016 ~ Dec 17, 2016)
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@ -84,6 +65,9 @@ This todo already done in the B-Mesh algorithm implementation.
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There are lots of changes to the UI part of Dust3D, though not commit yet because of many things have not been finalize.
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I removed the Qt, the counterpart of the build system is CMake, and instead of using Qt based OpenGL windows, I am using my own implemented OpenGL support library. I considered using the most popular [Dear ImGui](https://github.com/ocornut/imgui) library, but I really want remove the C++ from the codebase. It's a good start of the skeleton editor UI!
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<img src="screenshot/dust3d_imgui.png" width="280" height="266">
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**Feb 11, 2017:**
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Qt removed, so C++ removed, but Objective-C imported for just support the OpenGL environment on OSX.
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<img src="screenshot/dust3d_glw_preview.png" width="278" height="167">
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- [ ] Render rigid animation
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- [ ] png exporter for isometric 2.5D game
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@ -1,38 +0,0 @@
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TARGET = dust3d
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TEMPLATE = app
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QT += widgets opengl
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CONFIG += debug
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VPATH += ../src
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INCLUDEPATH += ../src
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SOURCES += main.cpp \
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mainwindow.cpp \
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render.cpp \
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vector3d.c \
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draw.cpp \
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array.c \
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bmesh.c \
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matrix.c \
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convexhull.c \
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dict.c \
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osutil.cpp \
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subdivide.c \
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skinnedmesh.c \
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dmemory.c
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HEADERS += mainwindow.h \
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render.h \
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vector3d.h \
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draw.h \
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array.h \
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bmesh.h \
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matrix.h \
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convexhull.h \
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dict.h \
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3dstruct.h \
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osutil.h \
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subdivide.h \
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skinnedmesh.h \
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dmemory.h
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@ -0,0 +1,30 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>en</string>
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<key>CFBundleExecutable</key>
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<string>$(EXECUTABLE_NAME)</string>
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<key>CFBundleIconFile</key>
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<string></string>
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<key>CFBundleIdentifier</key>
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<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>$(PRODUCT_NAME)</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>1.0</string>
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<key>CFBundleVersion</key>
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<string>1</string>
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<key>LSMinimumSystemVersion</key>
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<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
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<key>NSHumanReadableCopyright</key>
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<string>Copyright © 2017 dust3d. All rights reserved.</string>
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<key>NSPrincipalClass</key>
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<string>NSApplication</string>
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</dict>
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</plist>
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@ -11,7 +11,6 @@
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#include "matrix.h"
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#include "convexhull.h"
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#include "subdivide.h"
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#include "draw.h"
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#define BMESH_MAX_PARENT_BALL_DEPTH 1000
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#define BMESH_INTVAL_DIST_DIV 10
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for (i = 0; i < arrayGetLength(ballPtrArray); ++i) {
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bmeshBall *ballItem = *((bmeshBall **)arrayGetItem(ballPtrArray, i));
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ballItem->convexHullCount++;
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drawDebugPrintf("convexHullCount:%d", ballItem->convexHullCount);
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if (ballItem->convexHullCount == 1) {
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drawDebugPoint(&ballItem->position, ballItem->index);
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}
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}
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arrayDestroy(ballPtrArray);
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bmeshAddWallsBetweenQuadsToModel(bm, &ball->position, ¤tFace,
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&childFace);
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bmeshAddQuadToModel(bm, &childFace);
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drawQuad(&childFace);
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//drawQuad(&childFace);
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}
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}
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else if (1 == ball->convexHullCount && !ball->meshGenerated) {
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#include "convexhull.h"
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#include "array.h"
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#include "dict.h"
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#include "draw.h"
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//
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// Implement Gift wrapping method which describled in http://dccg.upc.edu/people/vera/wp-content/uploads/2014/11/GA2014-ConvexHulls3D-Roger-Hernando.pdf
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@ -1,9 +1,8 @@
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#include <QtGui>
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#include <QtOpenGL>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdarg.h>
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#include <math.h>
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#include "draw.h"
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static GLUquadricObj *quadricId = 0;
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@ -88,8 +87,6 @@ int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices,
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}
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int drawGrid(float size, float step) {
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glDisable(GL_LIGHTING);
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// x z plane
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glBegin(GL_LINES);
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for (GLfloat i = -size; i <= size; i += step) {
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}
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}
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glEnd();
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glEnable(GL_LIGHTING);
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return 0;
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}
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@ -115,7 +110,8 @@ int drawPrintf(int x, int y, const char *fmt, ...) {
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char text[1024];
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va_start(args, fmt);
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vsnprintf(text, sizeof(text), fmt, args);
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return drawText(x, y, text);
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//return drawText(x, y, text);
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return 0;
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}
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static const float drawDebugColors[][4] = {
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@ -12,6 +12,10 @@
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extern "C" {
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#endif
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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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int drawInit(void);
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int drawSphere(vec3 *origin, float radius, int slices, int stacks);
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void drawTriangle(triangle *poly);
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@ -0,0 +1,229 @@
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#ifdef __APPLE__
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#include <OpenGL/glu.h>
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#elif defined(_WIN32)
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#include <windows.h>
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#include <GL/glu.h>
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "glw.h"
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#include "glw_style.h"
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#include "draw.h"
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#include "bmesh.h"
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#define GEN_ID __LINE__
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#define ED_MODE_EDIT 0
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#define ED_MODE_ANIMATION 1
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#define ED_BACKGROUND_COLOR 0xe4e2e4
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#define ED_SIDEBAR_WIDTH 400
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#define ED_SPACING 10
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#define ED_TOPBAR_HEIGHT 100
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#define ED_TOOLBAR_HEIGHT 50
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#define ED_GL_BACKGROUND_COLOR GLW_BACKGROUND_COLOR
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typedef struct editor {
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glwWin *win;
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float cameraAngleX;
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float cameraAngleY;
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float cameraDistance;
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int newImId;
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int showBoneChecked;
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int width;
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int height;
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int mode;
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int glLeft;
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int glTop;
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int glWidth;
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int glHeight;
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int mouseX;
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int mouseY;
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bmesh *bm;
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} editor;
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#include "../data/bmesh_test_2.h"
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static void display(glwWin *win) {
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editor *ed = glwGetUserData(win);
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, ed->width, ed->height, 0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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{
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char *list[] = {"Open..", "New..", "Save As..", 0};
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glwImButtonGroup(win, GEN_ID, 100, 30, 300, list, -1);
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}
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{
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char *titles[] = {"Library", "Property", 0};
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glwImTabBox(win, GEN_ID, ED_SPACING / 2, ED_TOPBAR_HEIGHT, ED_SIDEBAR_WIDTH,
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ed->height - ED_TOPBAR_HEIGHT - ED_SPACING / 2,
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titles, 0);
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}
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{
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int x = ED_SPACING / 2 + ED_SIDEBAR_WIDTH + ED_SPACING;
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int y = ED_TOPBAR_HEIGHT;
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int width = ed->width - ED_SIDEBAR_WIDTH - ED_SPACING / 2 - ED_SPACING - ED_SPACING / 2;
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int height = ed->height - ED_TOPBAR_HEIGHT - ED_SPACING / 2;
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char *titles[] = {"Edit View", "Animation View", 0};
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ed->mode = glwImTabBox(win, GEN_ID,
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x, y, width, height,
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titles, ed->mode);
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if (ED_MODE_EDIT == ed->mode) {
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int glWinY = glwImNextY(win);
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int bottomY = y + height - ED_TOOLBAR_HEIGHT;
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glwImBottomBar(win, GEN_ID, x, bottomY, width, ED_TOOLBAR_HEIGHT);
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ed->showBoneChecked = glwImCheck(win, GEN_ID, x + ED_SPACING + ED_SPACING,
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bottomY + (ED_TOOLBAR_HEIGHT - glwImLineHeight(win)) / 2 + 2,
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"Show Bone",
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ed->showBoneChecked);
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ed->glLeft = x + 1;
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ed->glTop = glWinY;
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ed->glWidth = width - 3;
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ed->glHeight = bottomY - glWinY;
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if (0 == ed->bm) {
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bmeshBall ball;
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bmeshBone bone;
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unsigned int i;
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ed->bm = bmeshCreate();
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for (i = 0; i < sizeof(bmeshTestBalls) / sizeof(bmeshTestBalls[0]); ++i) {
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memset(&ball, 0, sizeof(ball));
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ball.position.x = bmeshTestBalls[i][1];
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ball.position.y = bmeshTestBalls[i][2];
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ball.position.z = bmeshTestBalls[i][3];
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ball.radius = bmeshTestBalls[i][4];
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ball.type = bmeshTestBalls[i][5];
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bmeshAddBall(ed->bm, &ball);
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}
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for (i = 0; i < sizeof(bmeshTestBones) / sizeof(bmeshTestBones[0]); ++i) {
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memset(&bone, 0, sizeof(bone));
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bone.firstBallIndex = bmeshTestBones[i][0];
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bone.secondBallIndex = bmeshTestBones[i][1];
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bmeshAddBone(ed->bm, &bone);
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}
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bmeshGenerate(ed->bm);
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}
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glEnable(GL_SCISSOR_TEST);
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glScissor(ed->glLeft, ED_SPACING / 2 + ED_TOOLBAR_HEIGHT + 1,
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ed->glWidth, ed->glHeight);
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glPushMatrix();
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glTranslatef(x + 1, glWinY, 0);
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glColor3f(glwR(ED_GL_BACKGROUND_COLOR),
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glwG(ED_GL_BACKGROUND_COLOR),
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glwB(ED_GL_BACKGROUND_COLOR));
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glRecti(0, 0, ed->glWidth, ed->glHeight);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0f, (float)ed->glWidth / ed->glHeight, 1, 1000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glPushMatrix();
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glTranslatef(0, 0, -ed->cameraDistance);
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glRotatef(ed->cameraAngleX, 1, 0, 0);
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glRotatef(ed->cameraAngleY, 0, 1, 0);
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drawGrid(10, 1);
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glEnable(GL_LIGHTING);
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glEnable(GL_CULL_FACE);
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bmeshDraw(ed->bm);
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glDisable(GL_CULL_FACE);
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glDisable(GL_LIGHTING);
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glPopMatrix();
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glPopMatrix();
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glDisable(GL_SCISSOR_TEST);
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}
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}
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}
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static void reshape(glwWin *win, int width, int height) {
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editor *ed = glwGetUserData(win);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_LIGHT0);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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ed->width = width;
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ed->height = height;
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_ALPHA_TEST);
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//glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(glwR(ED_BACKGROUND_COLOR),
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glwG(ED_BACKGROUND_COLOR),
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glwB(ED_BACKGROUND_COLOR), 1);
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glViewport(0, 0, (GLsizei)width, (GLsizei)height);
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}
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static void mouse(glwWin *win, int button, int state,
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int x, int y){
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editor *ed = glwGetUserData(win);
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if (!glwPointTest(x, y, ed->glLeft, ed->glTop,
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ed->glWidth, ed->glHeight, 0)) {
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return;
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}
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if (GLW_DOWN == state) {
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ed->mouseX = x;
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ed->mouseY = y;
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}
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}
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static void motion(glwWin *win, int x, int y) {
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editor *ed = glwGetUserData(win);
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if (!glwPointTest(x, y, ed->glLeft, ed->glTop,
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ed->glWidth, ed->glHeight, 0)) {
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return;
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}
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ed->cameraAngleY += (x - ed->mouseX);
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ed->cameraAngleX += (y - ed->mouseY);
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ed->mouseX = x;
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ed->mouseY = y;
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}
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int main(int argc, char *argv[]) {
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editor ed;
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glwInit();
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memset(&ed, 0, sizeof(ed));
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ed.cameraAngleX = 30;
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ed.cameraAngleY = -312;
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ed.cameraDistance = 14.4;
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ed.win = glwCreateWindow(0, 0, 0, 0);
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glwSetUserData(ed.win, &ed);
|
||||
glwReshapeFunc(ed.win, reshape);
|
||||
glwDisplayFunc(ed.win, display);
|
||||
glwMouseFunc(ed.win, mouse);
|
||||
glwMotionFunc(ed.win, motion);
|
||||
glwMainLoop();
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,690 @@
|
|||
#include <OpenGL/gl.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
#include "glw_internal.h"
|
||||
#include "glw_style.h"
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265
|
||||
#endif
|
||||
|
||||
void glwDrawSystemText(glwWin *win, int x, int y, char *text) {
|
||||
int vleft, vwidth;
|
||||
float tleft, twidth;
|
||||
glwSystemFontTexture *systemFontTexture = glwGetSystemFontTexture(win);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, systemFontTexture->texId);
|
||||
for (vleft = 0; *text; vleft += vwidth, text++) {
|
||||
int idx = (*text) - GLW_SYSTEM_FONT_BEGIN_CHAR;
|
||||
if (idx < 0 || idx > GLW_SYSTEM_FONT_CHAR_NUM) {
|
||||
continue;
|
||||
}
|
||||
tleft = (float)systemFontTexture->lefts[idx] /
|
||||
systemFontTexture->size.width;
|
||||
vwidth = systemFontTexture->widths[idx];
|
||||
twidth = (float)vwidth / systemFontTexture->originSize.width;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(tleft, 0);
|
||||
glVertex2i(x + vleft, y);
|
||||
|
||||
glTexCoord2f(tleft + twidth, 0);
|
||||
glVertex2i(x + vleft + vwidth, y);
|
||||
|
||||
glTexCoord2f(tleft + twidth, 1);
|
||||
glVertex2i(x + vleft + vwidth, y + systemFontTexture->originSize.height);
|
||||
|
||||
glTexCoord2f(tleft, 1);
|
||||
glVertex2i(x + vleft, y + systemFontTexture->originSize.height);
|
||||
glEnd();
|
||||
}
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
void glwMouseEvent(glwWin *win, int button, int state, int x, int y) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
imGUI->mouseButton = button;
|
||||
imGUI->mouseState = state;
|
||||
imGUI->mouseX = x;
|
||||
imGUI->mouseY = y;
|
||||
}
|
||||
|
||||
int glwPointTest(int x, int y, int left, int top, int width, int height,
|
||||
int allowOffset) {
|
||||
int right = left + width - 1 + allowOffset;
|
||||
int bottom = top + height - 1 + allowOffset;
|
||||
left -= allowOffset;
|
||||
top -= allowOffset;
|
||||
return x >= left && x <= right && y >= top && y <= bottom;
|
||||
}
|
||||
|
||||
void glwInitSystemFontTexture(glwWin *win) {
|
||||
char asciiTable[GLW_SYSTEM_FONT_CHAR_NUM + 1];
|
||||
int i;
|
||||
GLuint texture = 0;
|
||||
glwFont *font;
|
||||
int pixelsWide = 0;
|
||||
int pixelsHigh = 0;
|
||||
float scaleX, scaleY;
|
||||
glwSystemFontTexture *systemFontTexture = glwGetSystemFontTexture(win);
|
||||
|
||||
for (i = 0; i <= GLW_SYSTEM_FONT_CHAR_NUM; ++i) {
|
||||
asciiTable[i] = GLW_SYSTEM_FONT_BEGIN_CHAR + i;
|
||||
}
|
||||
asciiTable[GLW_SYSTEM_FONT_CHAR_NUM] = '\0';
|
||||
|
||||
font = glwCreateFont(GLW_SYSTEM_FONT_NAME, GLW_SYSTEM_FONT_WEIGHT,
|
||||
GLW_SYSTEM_FONT_SIZE, 0);
|
||||
systemFontTexture->lefts[0] = 0;
|
||||
systemFontTexture->size.width = 0;
|
||||
systemFontTexture->size.height = 0;
|
||||
for (i = 0; i < GLW_SYSTEM_FONT_CHAR_NUM; ++i) {
|
||||
char ch[2] = {asciiTable[i], '\0'};
|
||||
glwSize chSize = glwMeasureText(ch, font);
|
||||
if (chSize.height > systemFontTexture->size.height) {
|
||||
systemFontTexture->size.height = chSize.height;
|
||||
}
|
||||
systemFontTexture->size.width += chSize.width;
|
||||
systemFontTexture->widths[i] = chSize.width;
|
||||
if (i > 0) {
|
||||
systemFontTexture->lefts[i] = (float)(systemFontTexture->lefts[i - 1] +
|
||||
systemFontTexture->widths[i - 1]);
|
||||
}
|
||||
}
|
||||
systemFontTexture->originSize = systemFontTexture->size;
|
||||
for (i = 0; i < GLW_SYSTEM_FONT_CHAR_NUM; ++i) {
|
||||
char ch[2] = {asciiTable[i], '\0'};
|
||||
glwSize chSize = {systemFontTexture->widths[i],
|
||||
systemFontTexture->originSize.height};
|
||||
unsigned char *rgba = glwRenderTextToRGBA(ch, font, chSize,
|
||||
&pixelsWide, &pixelsHigh);
|
||||
if (0 == i) {
|
||||
scaleX = (float)pixelsWide / chSize.width;
|
||||
scaleY = (float)pixelsHigh / chSize.height;
|
||||
systemFontTexture->size.width *= scaleX;
|
||||
systemFontTexture->size.height *= scaleY;
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 4,
|
||||
(GLsizei)(systemFontTexture->size.width),
|
||||
(GLsizei)(systemFontTexture->size.height), 0,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
||||
}
|
||||
systemFontTexture->lefts[i] *= scaleX;
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
systemFontTexture->lefts[i], 0,
|
||||
(GLsizei)pixelsWide,
|
||||
(GLsizei)pixelsHigh,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, rgba);
|
||||
free(rgba);
|
||||
}
|
||||
systemFontTexture->texId = (int)texture;
|
||||
glwDestroyFont(font);
|
||||
}
|
||||
|
||||
static glwVec2 glwRoundedCorners[GLW_SMALL_ROUNDED_CORNER_SLICES] = {{0}};
|
||||
|
||||
static void createRoundedCorners(glwVec2 *arr, int num) {
|
||||
float slice = M_PI / 2 / num;
|
||||
int i;
|
||||
float a = 0;
|
||||
for (i = 0; i < num; a += slice, ++i) {
|
||||
arr[i].x = cosf(a);
|
||||
arr[i].y = sinf(a);
|
||||
}
|
||||
}
|
||||
|
||||
void glwInitPrimitives(void) {
|
||||
createRoundedCorners(glwRoundedCorners, GLW_SMALL_ROUNDED_CORNER_SLICES);
|
||||
}
|
||||
|
||||
static void glwDrawRightTopVertexs(float left, float top, float right,
|
||||
float bottom, float radius) {
|
||||
int i;
|
||||
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
}
|
||||
|
||||
static void glwDrawRightBottomVertexs(float left, float top, float right,
|
||||
float bottom, float radius) {
|
||||
int i;
|
||||
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
bottom - radius + radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
}
|
||||
|
||||
static void glwDrawLeftBottomVertexs(float left, float top, float right,
|
||||
float bottom, float radius) {
|
||||
int i;
|
||||
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
bottom - radius + radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
}
|
||||
|
||||
static void glwDrawLeftTopVertexs(float left, float top, float right,
|
||||
float bottom, float radius) {
|
||||
int i;
|
||||
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
}
|
||||
|
||||
void glwDrawCheckSymbol(int x, int y, int width, int height,
|
||||
unsigned int color) {
|
||||
glColor3f(glwR(color), glwG(color), glwB(color));
|
||||
glLineWidth(2);
|
||||
glBegin(GL_LINE_STRIP);
|
||||
glVertex2f(x + width * 0.15, y + height * 0.3);
|
||||
glVertex2f(x + width * 0.45, y + height * 0.65);
|
||||
glVertex2f(x + width * 1.05, y - height * 0.05);
|
||||
glEnd();
|
||||
glLineWidth(1);
|
||||
}
|
||||
|
||||
void glwDrawDropdownArrow(int x, int y, int width, int height,
|
||||
unsigned int color) {
|
||||
glColor3f(glwR(color), glwG(color), glwB(color));
|
||||
glBegin(GL_TRIANGLES);
|
||||
glVertex2f(x, y);
|
||||
glVertex2f(x + width, y);
|
||||
glVertex2f(x + width * 0.5, y + height);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawVLine(int x, int y, int width, int height,
|
||||
unsigned int color) {
|
||||
glColor3f(glwR(color), glwG(color), glwB(color));
|
||||
glLineWidth(width);
|
||||
glBegin(GL_LINES);
|
||||
glVertex2f(x, y);
|
||||
glVertex2f(x, y + height - 1);
|
||||
glEnd();
|
||||
glLineWidth(1);
|
||||
}
|
||||
|
||||
void glwDrawHLine(int x, int y, int width, int height,
|
||||
unsigned int color) {
|
||||
glColor3f(glwR(color), glwG(color), glwB(color));
|
||||
glLineWidth(height);
|
||||
glBegin(GL_LINES);
|
||||
glVertex2f(x, y);
|
||||
glVertex2f(x + width - 1, y);
|
||||
glEnd();
|
||||
glLineWidth(1);
|
||||
}
|
||||
|
||||
void glwDrawRoundedRectBorder(float x, float y, float width, float height,
|
||||
float radius, unsigned int color) {
|
||||
float left = x;
|
||||
float top = y;
|
||||
float bottom = y + height - 1;
|
||||
float right = x + width - 1;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor3f(glwR(color), glwG(color), glwB(color));
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glVertex2f(left, top + radius);
|
||||
glwDrawLeftTopVertexs(left, top, right, bottom, radius);
|
||||
glVertex2f(left + radius, top);
|
||||
|
||||
glVertex2f(right - radius, top);
|
||||
glwDrawRightTopVertexs(left, top, right, bottom, radius);
|
||||
glVertex2f(right, top + radius);
|
||||
|
||||
glVertex2f(right, bottom - radius);
|
||||
glwDrawRightBottomVertexs(left, top, right, bottom, radius);
|
||||
glVertex2f(right - radius, bottom);
|
||||
|
||||
glVertex2f(left + radius, bottom);
|
||||
glwDrawLeftBottomVertexs(left, top, right, bottom, radius);
|
||||
glVertex2f(left, bottom - radius);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawTopRoundedRectBorder(float x, float y, float width, float height,
|
||||
float radius, unsigned int color) {
|
||||
float left = x;
|
||||
float top = y;
|
||||
float bottom = y + height - 1;
|
||||
float right = x + width - 1;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor3f(glwR(color), glwG(color), glwB(color));
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glVertex2f(left, top + radius);
|
||||
glwDrawLeftTopVertexs(left, top, right, bottom, radius);
|
||||
glVertex2f(left + radius, top);
|
||||
|
||||
glVertex2f(right - radius, top);
|
||||
glwDrawRightTopVertexs(left, top, right, bottom, radius);
|
||||
glVertex2f(right, top + radius);
|
||||
|
||||
glVertex2f(right, bottom);
|
||||
glVertex2f(left, bottom);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawLeftRoundedRectGradientFill(float x, float y,
|
||||
float width, float height,
|
||||
float radius, unsigned int topColor, unsigned int bottomColor) {
|
||||
float left = x;
|
||||
float top = y;
|
||||
float bottom = y + height - 1;
|
||||
float right = x + width - 1;
|
||||
int i;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBegin(GL_QUAD_STRIP);
|
||||
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
bottom - radius + radius * glwRoundedCorners[i].y);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(right, bottom);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(right, top);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawTopRoundedRectGradientFill(float x, float y,
|
||||
float width, float height,
|
||||
float radius, unsigned int topColor, unsigned int bottomColor) {
|
||||
float left = x;
|
||||
float top = y;
|
||||
float bottom = y + height - 1;
|
||||
float right = x + width - 1;
|
||||
int i;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBegin(GL_QUAD_STRIP);
|
||||
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
bottom);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
bottom);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawRectGradientFill(float x, float y,
|
||||
float width, float height,
|
||||
unsigned int topColor, unsigned int bottomColor) {
|
||||
float left = x;
|
||||
float top = y;
|
||||
float bottom = y + height - 1;
|
||||
float right = x + width - 1;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBegin(GL_QUAD_STRIP);
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(left, bottom);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(left, top);
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(right, bottom);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(right, top);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawRightRoundedRectGradientFill(float x, float y,
|
||||
float width, float height,
|
||||
float radius, unsigned int topColor, unsigned int bottomColor) {
|
||||
float left = x;
|
||||
float top = y;
|
||||
float bottom = y + height - 1;
|
||||
float right = x + width - 1;
|
||||
int i;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBegin(GL_QUAD_STRIP);
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(left, bottom);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(left, top);
|
||||
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
bottom - radius + radius * glwRoundedCorners[i].y);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawRoundedRectGradientFill(float x, float y, float width, float height,
|
||||
float radius, unsigned int topColor, unsigned int bottomColor) {
|
||||
float left = x;
|
||||
float top = y;
|
||||
float bottom = y + height - 1;
|
||||
float right = x + width - 1;
|
||||
int i;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBegin(GL_QUAD_STRIP);
|
||||
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
bottom - radius + radius * glwRoundedCorners[i].y);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
|
||||
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
bottom - radius + radius * glwRoundedCorners[i].y);
|
||||
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
|
||||
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
|
||||
top + radius - radius * glwRoundedCorners[i].y);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void glwDrawButtonBackground(float x, float y, float width, float height,
|
||||
glwCtrlState state) {
|
||||
switch (state)
|
||||
{
|
||||
case GLW_CTRL_STATE_PRESS:
|
||||
glwDrawRoundedRectGradientFill(x, y, width, height,
|
||||
GLW_BUTTON_CORNER_RADIUS,
|
||||
GLW_FILL_GRADIENT_COLOR_1_H, GLW_FILL_GRADIENT_COLOR_2_H);
|
||||
break;
|
||||
case GLW_CTRL_STATE_NORMAL:
|
||||
default:
|
||||
glwDrawRoundedRectGradientFill(x, y, width, height,
|
||||
GLW_BUTTON_CORNER_RADIUS,
|
||||
GLW_FILL_GRADIENT_COLOR_1, GLW_FILL_GRADIENT_COLOR_2);
|
||||
break;
|
||||
}
|
||||
glwDrawRoundedRectBorder(x, y, width, height,
|
||||
GLW_BUTTON_CORNER_RADIUS, GLW_BORDER_COLOR_2);
|
||||
}
|
||||
|
||||
glwSize glwMeasureSystemText(glwWin *win, char *text) {
|
||||
glwSystemFontTexture *systemFontTexture = glwGetSystemFontTexture(win);
|
||||
glwSize size = {0, systemFontTexture->originSize.height};
|
||||
for (; *text; text++) {
|
||||
int idx = (*text) - GLW_SYSTEM_FONT_BEGIN_CHAR;
|
||||
if (idx < 0 || idx > GLW_SYSTEM_FONT_CHAR_NUM) {
|
||||
continue;
|
||||
}
|
||||
size.width += systemFontTexture->widths[idx];
|
||||
}
|
||||
return size;
|
||||
}
|
||||
|
||||
static void glwImGUIActiveIdCheck(glwImGui *imGUI, int id, int x, int y,
|
||||
int width, int height) {
|
||||
if (GLW_DOWN == imGUI->mouseState) {
|
||||
if (!imGUI->activeId) {
|
||||
int hit = glwPointTest(imGUI->mouseX, imGUI->mouseY, x, y,
|
||||
width, height, 0);
|
||||
if (hit) {
|
||||
imGUI->activeId = id;
|
||||
}
|
||||
}
|
||||
} else if (GLW_UP == imGUI->mouseState) {
|
||||
if (imGUI->activeId == id) {
|
||||
imGUI->activeId = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int glwImButton(glwWin *win, int id, int x, int y, char *text) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
glwSize textSize = glwMeasureSystemText(win, text);
|
||||
int width = textSize.width * (1 + GLW_HOR_AUTO_MARGIN * 2);
|
||||
int height = textSize.height * (1 + GLW_VER_AUTO_MARGIN * 2);
|
||||
glwImGUIActiveIdCheck(imGUI, id, x, y, width, height);
|
||||
glwDrawButtonBackground(x, y, width, height,
|
||||
imGUI->activeId == id ? GLW_CTRL_STATE_PRESS : GLW_CTRL_STATE_NORMAL);
|
||||
glwDrawSystemText(win, x + textSize.width * GLW_HOR_AUTO_MARGIN,
|
||||
y + textSize.height * GLW_VER_AUTO_MARGIN,
|
||||
text);
|
||||
imGUI->nextX = x + width;
|
||||
imGUI->nextY = y;
|
||||
return imGUI->activeId == id;
|
||||
}
|
||||
|
||||
int glwImDropdownBox(glwWin *win, int id, int x, int y, char *text) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
glwSize textSize = glwMeasureSystemText(win, text);
|
||||
int arrowHeight = textSize.height * 0.3;
|
||||
int arrowWidth = arrowHeight * 2;
|
||||
int width = textSize.width * (1 + GLW_HOR_AUTO_MARGIN * 2) + arrowWidth * 3;
|
||||
int height = textSize.height * (1 + GLW_VER_AUTO_MARGIN * 2);
|
||||
glwImGUIActiveIdCheck(imGUI, id, x, y, width, height);
|
||||
glwDrawButtonBackground(x, y, width, height,
|
||||
imGUI->activeId == id ? GLW_CTRL_STATE_PRESS : GLW_CTRL_STATE_NORMAL);
|
||||
glwDrawSystemText(win, x + textSize.width * (GLW_HOR_AUTO_MARGIN),
|
||||
y + textSize.height * (GLW_VER_AUTO_MARGIN),
|
||||
text);
|
||||
glwDrawDropdownArrow(x + width - textSize.width * GLW_HOR_AUTO_MARGIN -
|
||||
arrowWidth,
|
||||
y + (height - arrowHeight) / 2, arrowWidth, arrowHeight, 0);
|
||||
imGUI->nextX = x + width;
|
||||
imGUI->nextY = y;
|
||||
return imGUI->activeId == id;
|
||||
}
|
||||
|
||||
int glwImCheck(glwWin *win, int id, int x, int y, char *text, int checked) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
glwSize textSize = glwMeasureSystemText(win, text);
|
||||
int height = textSize.height;
|
||||
int boxWidth = height;
|
||||
int width = boxWidth + textSize.height * (1 + GLW_HOR_AUTO_MARGIN * 2) +
|
||||
textSize.width;
|
||||
int oldActiveId = imGUI->activeId;
|
||||
glwImGUIActiveIdCheck(imGUI, id, x, y, width, height);
|
||||
glwDrawButtonBackground(x, y, boxWidth, height,
|
||||
(imGUI->activeId == id || checked) ?
|
||||
GLW_CTRL_STATE_PRESS : GLW_CTRL_STATE_NORMAL);
|
||||
glwDrawSystemText(win, x + textSize.height * GLW_HOR_AUTO_MARGIN + boxWidth,
|
||||
y, text);
|
||||
if (checked) {
|
||||
glwDrawCheckSymbol(x, y, boxWidth, height, GLW_CHECK_COLOR);
|
||||
}
|
||||
imGUI->nextX = x + width;
|
||||
imGUI->nextY = y;
|
||||
return (imGUI->activeId == id && oldActiveId != id) ? !checked : checked;
|
||||
}
|
||||
|
||||
static int glwCalcListMaxWidth(glwWin *win, char **list, int *height,
|
||||
int *len) {
|
||||
int i;
|
||||
int itemWidth = 0;
|
||||
int maxItemWidth = 0;
|
||||
|
||||
for (i = 0; list[i]; ++i) {
|
||||
glwSize textSize = glwMeasureSystemText(win, list[i]);
|
||||
itemWidth = textSize.width * (1 + GLW_HOR_AUTO_MARGIN * 2);
|
||||
if (itemWidth > maxItemWidth) {
|
||||
maxItemWidth = itemWidth;
|
||||
}
|
||||
if (height && !(*height)) {
|
||||
*height = textSize.height * (1 + GLW_VER_AUTO_MARGIN * 2);
|
||||
}
|
||||
if (len) {
|
||||
++(*len);
|
||||
}
|
||||
}
|
||||
|
||||
return maxItemWidth;
|
||||
}
|
||||
|
||||
int glwImButtonGroup(glwWin *win, int id, int x, int y, int parentWidth,
|
||||
char **list, int sel) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
int left = 0;
|
||||
int i;
|
||||
int listLen = 0;
|
||||
int offset;
|
||||
int maxItemWidth = 0;
|
||||
maxItemWidth = glwCalcListMaxWidth(win, list, &height, &listLen);
|
||||
width = maxItemWidth * listLen;
|
||||
left = listLen > 1 ? x + (parentWidth - width) / 2 :
|
||||
x + maxItemWidth * GLW_HOR_AUTO_MARGIN;
|
||||
glwImGUIActiveIdCheck(imGUI, id, left, y, width, height);
|
||||
glwDrawRoundedRectGradientFill(left, y, width, height,
|
||||
GLW_BUTTON_CORNER_RADIUS,
|
||||
GLW_FILL_GRADIENT_COLOR_1, GLW_FILL_GRADIENT_COLOR_2);
|
||||
for (i = 0, offset = left; list[i]; ++i) {
|
||||
glwSize textSize = glwMeasureSystemText(win, list[i]);
|
||||
if (imGUI->activeId == id) {
|
||||
int hit = glwPointTest(imGUI->mouseX, imGUI->mouseY, offset, y,
|
||||
maxItemWidth, height, 0);
|
||||
if (hit) {
|
||||
sel = i;
|
||||
}
|
||||
}
|
||||
if (sel == i) {
|
||||
if (1 == listLen) {
|
||||
glwDrawRoundedRectGradientFill(left, y, width, height,
|
||||
GLW_BUTTON_CORNER_RADIUS,
|
||||
GLW_FILL_GRADIENT_COLOR_1_H, GLW_FILL_GRADIENT_COLOR_2_H);
|
||||
} else {
|
||||
if (0 == i) {
|
||||
glwDrawLeftRoundedRectGradientFill(offset, y,
|
||||
maxItemWidth, height,
|
||||
GLW_BUTTON_CORNER_RADIUS,
|
||||
GLW_FILL_GRADIENT_COLOR_1_H, GLW_FILL_GRADIENT_COLOR_2_H);
|
||||
} else if (listLen - 1 == i) {
|
||||
glwDrawRightRoundedRectGradientFill(offset, y,
|
||||
maxItemWidth, height,
|
||||
GLW_BUTTON_CORNER_RADIUS,
|
||||
GLW_FILL_GRADIENT_COLOR_1_H, GLW_FILL_GRADIENT_COLOR_2_H);
|
||||
} else {
|
||||
glwDrawRectGradientFill(offset, y,
|
||||
maxItemWidth, height,
|
||||
GLW_FILL_GRADIENT_COLOR_1_H, GLW_FILL_GRADIENT_COLOR_2_H);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (0 != i) {
|
||||
glwDrawVLine(offset, y, 1, height, GLW_BORDER_COLOR_2);
|
||||
}
|
||||
glwDrawSystemText(win, offset + (maxItemWidth - textSize.width) / 2,
|
||||
y + height * 0.1, list[i]);
|
||||
offset += maxItemWidth;
|
||||
}
|
||||
imGUI->nextX = offset;
|
||||
imGUI->nextY = y;
|
||||
glwDrawRoundedRectBorder(left, y, width, height,
|
||||
GLW_BUTTON_CORNER_RADIUS, GLW_BORDER_COLOR_2);
|
||||
return sel;
|
||||
}
|
||||
|
||||
int glwImTabBox(glwWin *win, int id, int x, int y, int width, int height,
|
||||
char **list, int sel) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
int tabWidth = 0;
|
||||
int tabHeight = 0;
|
||||
int left = 0;
|
||||
int i;
|
||||
int listLen = 0;
|
||||
int offset;
|
||||
int maxItemWidth = 0;
|
||||
maxItemWidth = glwCalcListMaxWidth(win, list, &tabHeight, &listLen);
|
||||
tabWidth = maxItemWidth * listLen;
|
||||
left = x + maxItemWidth * GLW_HOR_AUTO_MARGIN / 2;
|
||||
imGUI->nextX = x;
|
||||
imGUI->nextY = y + tabHeight;
|
||||
glwImGUIActiveIdCheck(imGUI, id, left, y, tabWidth, tabHeight);
|
||||
for (i = 0, offset = left; list[i]; ++i) {
|
||||
glwSize textSize = glwMeasureSystemText(win, list[i]);
|
||||
if (imGUI->activeId == id) {
|
||||
int hit = glwPointTest(imGUI->mouseX, imGUI->mouseY, offset, y,
|
||||
maxItemWidth, tabHeight, 0);
|
||||
if (hit) {
|
||||
sel = i;
|
||||
}
|
||||
}
|
||||
if (sel == i) {
|
||||
glwDrawTopRoundedRectGradientFill(offset, y,
|
||||
maxItemWidth, tabHeight,
|
||||
GLW_BUTTON_CORNER_RADIUS,
|
||||
GLW_TAB_FILL_GRADIENT_COLOR_1, GLW_TAB_FILL_GRADIENT_COLOR_2);
|
||||
glwDrawTopRoundedRectBorder(offset, y,
|
||||
maxItemWidth, tabHeight,
|
||||
GLW_BUTTON_CORNER_RADIUS, GLW_BORDER_COLOR_1);
|
||||
}
|
||||
glwDrawSystemText(win, offset + (maxItemWidth - textSize.width) / 2,
|
||||
y + tabHeight * GLW_VER_AUTO_MARGIN, list[i]);
|
||||
offset += maxItemWidth;
|
||||
}
|
||||
glwDrawRectGradientFill(x + 1, y + tabHeight,
|
||||
width - 2, height - tabHeight - 2,
|
||||
GLW_BACKGROUND_COLOR, GLW_BACKGROUND_COLOR);
|
||||
glwDrawHLine(x, y + tabHeight - 1, width, 1, GLW_BORDER_COLOR_1);
|
||||
glwDrawHLine(x, y + height - 1, width, 1, GLW_BORDER_COLOR_1);
|
||||
glwDrawVLine(x, y + tabHeight, 1, height - tabHeight,
|
||||
GLW_BORDER_COLOR_1);
|
||||
glwDrawVLine(x + width - 1, y + tabHeight, 1, height - tabHeight,
|
||||
GLW_BORDER_COLOR_1);
|
||||
return sel;
|
||||
}
|
||||
|
||||
int glwImPanel(glwWin *win, int id, int x, int y, int width, int height) {
|
||||
glwDrawRectGradientFill(x, y, width, height,
|
||||
GLW_PANEL_FILL_COLOR, GLW_PANEL_FILL_COLOR);
|
||||
glwDrawRoundedRectBorder(x, y, width, height,
|
||||
GLW_BUTTON_CORNER_RADIUS, GLW_BORDER_COLOR_1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int glwImToolBar(glwWin *win, int id, int x, int y, int width, int height) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
glwDrawRectGradientFill(x + 1, y + 1, width - 2, height - 2,
|
||||
GLW_TOOLBAR_BACKGROUND_COLOR, GLW_TOOLBAR_BACKGROUND_COLOR);
|
||||
glwDrawHLine(x, y + height - 1, width, 1, GLW_BORDER_COLOR_1);
|
||||
imGUI->nextX = x;
|
||||
imGUI->nextY = y + height;
|
||||
return 0;
|
||||
}
|
||||
|
||||
int glwImBottomBar(glwWin *win, int id, int x, int y, int width, int height) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
glwDrawRectGradientFill(x + 1, y + 1, width - 2, height - 2,
|
||||
GLW_TOOLBAR_BACKGROUND_COLOR, GLW_TOOLBAR_BACKGROUND_COLOR);
|
||||
glwDrawHLine(x, y, width, 1, GLW_BORDER_COLOR_1);
|
||||
imGUI->nextX = x;
|
||||
imGUI->nextY = y - height;
|
||||
return 0;
|
||||
}
|
||||
|
||||
int glwImNextX(glwWin *win) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
return imGUI->nextX;
|
||||
}
|
||||
|
||||
int glwImNextY(glwWin *win) {
|
||||
glwImGui *imGUI = glwGetImGUI(win);
|
||||
return imGUI->nextY;
|
||||
}
|
||||
|
||||
int glwImLineHeight(glwWin *win) {
|
||||
glwSystemFontTexture *systemFontTexture = glwGetSystemFontTexture(win);
|
||||
return systemFontTexture->originSize.height * (1 + GLW_VER_AUTO_MARGIN * 2);
|
||||
}
|
|
@ -0,0 +1,70 @@
|
|||
#ifndef GLW_H
|
||||
#define GLW_H
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct glwSize {
|
||||
int width;
|
||||
int height;
|
||||
} glwSize;
|
||||
|
||||
typedef struct glwVec2 {
|
||||
float x;
|
||||
float y;
|
||||
} glwVec2;
|
||||
|
||||
typedef struct glwWin glwWin;
|
||||
typedef struct glwFont glwFont;
|
||||
|
||||
#define GLW_LEFT_BUTTON 1
|
||||
#define GLW_MIDDLE_BUTTON 2
|
||||
#define GLW_RIGHT_BUTTON 3
|
||||
|
||||
#define GLW_DOWN 1
|
||||
#define GLW_UP 2
|
||||
|
||||
void glwInit(void);
|
||||
void glwMainLoop(void);
|
||||
glwWin *glwCreateWindow(int x, int y, int width, int height);
|
||||
glwWin *glwCreateSubWindow(glwWin *parent, int x, int y, int width, int height);
|
||||
void glwSetUserData(glwWin *win, void *userData);
|
||||
void *glwGetUserData(glwWin *win);
|
||||
void glwDestroyWindow(glwWin *win);
|
||||
void glwSetWindowTitle(glwWin *win, char *name);
|
||||
void glwPositionWindow(glwWin *win, int x, int y);
|
||||
void glwReshapeWindow(glwWin *win, int width, int height);
|
||||
void glwDisplayFunc(glwWin *win, void (*func)(glwWin *win));
|
||||
void glwReshapeFunc(glwWin *win, void (*func)(glwWin *win, int width,
|
||||
int height));
|
||||
void glwKeyboardFunc(glwWin *win, void (*func)(glwWin *win, unsigned char key,
|
||||
int x, int y));
|
||||
void glwMouseFunc(glwWin *win, void (*func)(glwWin *win, int button, int state,
|
||||
int x, int y));
|
||||
void glwMotionFunc(glwWin *win, void (*func)(glwWin *win, int x, int y));
|
||||
void glwPassiveMotionFunc(glwWin *win, void (*func)(glwWin *win, int x, int y));
|
||||
#define glwR(rgb) ((float)(((rgb) >> 16) & 0xff) / 255)
|
||||
#define glwG(rgb) ((float)(((rgb) >> 8) & 0xff) / 255)
|
||||
#define glwB(rgb) ((float)(((rgb)) & 0xff) / 255)
|
||||
int glwImButton(glwWin *win, int id, int x, int y, char *text);
|
||||
int glwImCheck(glwWin *win, int id, int x, int y, char *text, int checked);
|
||||
int glwImDropdownBox(glwWin *win, int id, int x, int y, char *text);
|
||||
int glwImButtonGroup(glwWin *win, int id, int x, int y, int parentWidth,
|
||||
char **list, int sel);
|
||||
int glwImPanel(glwWin *win, int id, int x, int y, int width, int height);
|
||||
int glwImTabBox(glwWin *win, int id, int x, int y, int width, int height,
|
||||
char **list, int sel);
|
||||
int glwImToolBar(glwWin *win, int id, int x, int y, int width, int height);
|
||||
int glwImBottomBar(glwWin *win, int id, int x, int y, int width, int height);
|
||||
int glwImNextX(glwWin *win);
|
||||
int glwImNextY(glwWin *win);
|
||||
int glwImLineHeight(glwWin *win);
|
||||
int glwPointTest(int x, int y, int left, int top, int width, int height,
|
||||
int allowOffset);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -0,0 +1,54 @@
|
|||
#ifndef GLW_INTERNAL_H
|
||||
#define GLW_INTERNAL_H
|
||||
#include "glw.h"
|
||||
#include "glw_style.h"
|
||||
|
||||
#define GLW_SYSTEM_FONT_BEGIN_CHAR ' '
|
||||
#define GLW_SYSTEM_FONT_END_CHAR '~'
|
||||
#define GLW_SYSTEM_FONT_CHAR_NUM (GLW_SYSTEM_FONT_END_CHAR - GLW_SYSTEM_FONT_BEGIN_CHAR + 1)
|
||||
|
||||
#define GLW_TEXT_ALIGN_LEFT 0
|
||||
#define GLW_TEXT_ALIGN_CENTER 1
|
||||
#define GLW_TEXT_ALIGN_RIGHT 2
|
||||
|
||||
typedef enum glwCtrlState {
|
||||
GLW_CTRL_STATE_NORMAL,
|
||||
GLW_CTRL_STATE_PRESS,
|
||||
} glwCtrlState;
|
||||
|
||||
typedef struct glwSystemFontTexture {
|
||||
int texId;
|
||||
glwSize size;
|
||||
glwSize originSize;
|
||||
float lefts[GLW_SYSTEM_FONT_CHAR_NUM];
|
||||
int widths[GLW_SYSTEM_FONT_CHAR_NUM];
|
||||
} glwSystemFontTexture;
|
||||
|
||||
typedef struct glwImGui {
|
||||
int mouseButton;
|
||||
int mouseState;
|
||||
int mouseX;
|
||||
int mouseY;
|
||||
int activeId;
|
||||
int nextX;
|
||||
int nextY;
|
||||
} glwImGui;
|
||||
|
||||
glwSize glwMeasureText(char *text, glwFont *font);
|
||||
unsigned char *glwRenderTextToRGBA(char *text, glwFont *font, glwSize size,
|
||||
int *pixelsWide, int *pixelsHigh);
|
||||
void glwDrawText(int x, int y, char *text, glwFont *font);
|
||||
void glwDrawSystemText(glwWin *win, int x, int y, char *text);
|
||||
glwSize glwMeasureSystemText(glwWin *win, char *text);
|
||||
void glwInitSystemFontTexture(glwWin *win);
|
||||
void glwInitPrimitives(void);
|
||||
glwSystemFontTexture *glwGetSystemFontTexture(glwWin *win);
|
||||
void glwDestroyFont(glwFont *font);
|
||||
glwFont *glwCreateFont(char *name, int weight, int size, int bold);
|
||||
void glwDestroyFont(glwFont *font);
|
||||
void glwDrawButtonBackground(float x, float y, float width, float height,
|
||||
glwCtrlState state);
|
||||
void glwMouseEvent(glwWin *win, int button, int state, int x, int y);
|
||||
glwImGui *glwGetImGUI(glwWin *win);
|
||||
|
||||
#endif
|
|
@ -0,0 +1,345 @@
|
|||
#import <Cocoa/Cocoa.h>
|
||||
#import <QuartzCore/QuartzCore.h>
|
||||
#import <OpenGL/gl.h>
|
||||
#include "glw_internal.h"
|
||||
|
||||
@interface GLView : NSOpenGLView <NSWindowDelegate> {
|
||||
CVDisplayLinkRef displayLink;
|
||||
@public
|
||||
void (*onReshape)(glwWin *win, int width, int height);
|
||||
void (*onDisplay)(glwWin *win);
|
||||
void (*onMouse)(glwWin *win, int button, int state, int x, int y);
|
||||
void (*onMotion)(glwWin *win, int x, int y);
|
||||
void (*onPassiveMotion)(glwWin *win, int x, int y);
|
||||
void *userData;
|
||||
int pendingReshape;
|
||||
int viewWidth;
|
||||
int viewHeight;
|
||||
float scaleX;
|
||||
float scaleY;
|
||||
glwSystemFontTexture systemFontTexture;
|
||||
glwImGui imGUI;
|
||||
}
|
||||
|
||||
- (CVReturn)getFrameForTime:(const CVTimeStamp *)outputTime;
|
||||
- (void)drawFrame;
|
||||
@end
|
||||
|
||||
static CVReturn onDisplayLinkCallback(CVDisplayLinkRef displayLink,
|
||||
const CVTimeStamp *now, const CVTimeStamp *outputTime,
|
||||
CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext)
|
||||
{
|
||||
CVReturn result = [(GLView *)displayLinkContext getFrameForTime:outputTime];
|
||||
return result;
|
||||
}
|
||||
|
||||
glwSystemFontTexture *glwGetSystemFontTexture(glwWin *win) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
return &view->systemFontTexture;
|
||||
}
|
||||
|
||||
@implementation GLView
|
||||
- (id)initWithFrame:(NSRect)frameRect {
|
||||
NSOpenGLPixelFormatAttribute attribs[] = {NSOpenGLPFAMultisample,
|
||||
NSOpenGLPFASampleBuffers, 1,
|
||||
NSOpenGLPFASamples, 0,
|
||||
NSOpenGLPFAAccelerated,
|
||||
NSOpenGLPFADoubleBuffer,
|
||||
NSOpenGLPFAColorSize, 32,
|
||||
NSOpenGLPFADepthSize, 24,
|
||||
NSOpenGLPFAAlphaSize, 8,
|
||||
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy,
|
||||
0};
|
||||
NSOpenGLPixelFormat *windowedPixelFormat = [[NSOpenGLPixelFormat alloc]
|
||||
initWithAttributes:attribs];
|
||||
self = [super initWithFrame:frameRect pixelFormat:windowedPixelFormat];
|
||||
[windowedPixelFormat release];
|
||||
|
||||
[self setWantsBestResolutionOpenGLSurface:YES];
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void) prepareOpenGL {
|
||||
[super prepareOpenGL];
|
||||
|
||||
GLint vblSynch = 1;
|
||||
[[self openGLContext] setValues:&vblSynch
|
||||
forParameter:NSOpenGLCPSwapInterval];
|
||||
|
||||
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
|
||||
CVDisplayLinkSetOutputCallback(displayLink, onDisplayLinkCallback, self);
|
||||
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink,
|
||||
[[self openGLContext] CGLContextObj],
|
||||
[[self pixelFormat] CGLPixelFormatObj]);
|
||||
|
||||
CVDisplayLinkStart(displayLink);
|
||||
}
|
||||
|
||||
- (void)drawFrame {
|
||||
@autoreleasepool {
|
||||
NSOpenGLContext *currentContext = [self openGLContext];
|
||||
[currentContext makeCurrentContext];
|
||||
CGLLockContext([currentContext CGLContextObj]);
|
||||
if (self->pendingReshape) {
|
||||
if (self->onReshape) {
|
||||
self->pendingReshape = 0;
|
||||
if (!self->systemFontTexture.texId) {
|
||||
glwInitSystemFontTexture((glwWin *)self.window);
|
||||
}
|
||||
self->onReshape((glwWin *)self.window, self->viewWidth,
|
||||
self->viewHeight);
|
||||
}
|
||||
}
|
||||
if (self->onDisplay) {
|
||||
self->onDisplay((glwWin *)self.window);
|
||||
}
|
||||
CGLFlushDrawable([[self openGLContext] CGLContextObj]);
|
||||
CGLUnlockContext([currentContext CGLContextObj]);
|
||||
}
|
||||
}
|
||||
|
||||
- (CVReturn)getFrameForTime:(const CVTimeStamp *)outputTime {
|
||||
[self drawFrame];
|
||||
return kCVReturnSuccess;
|
||||
}
|
||||
|
||||
- (void)dealloc {
|
||||
CVDisplayLinkRelease(displayLink);
|
||||
[super dealloc];
|
||||
}
|
||||
|
||||
- (BOOL)acceptsFirstResponder {
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (void)reshape {
|
||||
NSRect bounds = [self bounds];
|
||||
NSRect backingBounds = [self convertRectToBacking:[self bounds]];
|
||||
viewWidth = (int)backingBounds.size.width;
|
||||
viewHeight = (int)backingBounds.size.height;
|
||||
self->scaleX = (float)viewWidth / bounds.size.width;
|
||||
self->scaleY = (float)viewHeight / bounds.size.height;
|
||||
self->pendingReshape = 1;
|
||||
[self drawFrame];
|
||||
}
|
||||
|
||||
- (void)resumeDisplayRenderer {
|
||||
NSOpenGLContext *currentContext = [self openGLContext];
|
||||
[currentContext makeCurrentContext];
|
||||
CGLLockContext([currentContext CGLContextObj]);
|
||||
CVDisplayLinkStart(displayLink);
|
||||
CGLUnlockContext([currentContext CGLContextObj]);
|
||||
}
|
||||
|
||||
- (void)haltDisplayRenderer {
|
||||
NSOpenGLContext *currentContext = [self openGLContext];
|
||||
[currentContext makeCurrentContext];
|
||||
CGLLockContext([currentContext CGLContextObj]);
|
||||
CVDisplayLinkStop(displayLink);
|
||||
CGLUnlockContext([currentContext CGLContextObj]);
|
||||
}
|
||||
|
||||
- (void)mouseMoved:(NSEvent*)event {
|
||||
NSPoint loc = [self convertPoint:[event locationInWindow] fromView:nil];
|
||||
int x = loc.x * self->scaleX;
|
||||
int y = loc.y * self->scaleY;
|
||||
if (GLW_DOWN == self->imGUI.mouseState) {
|
||||
if (self->onMotion) {
|
||||
self->onMotion((glwWin *)self.window, x, y);
|
||||
}
|
||||
} else {
|
||||
if (self->onPassiveMotion) {
|
||||
self->onPassiveMotion((glwWin *)self.window, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (void)mouseDown:(NSEvent*)event {
|
||||
NSPoint loc = [self convertPoint:[event locationInWindow] fromView:nil];
|
||||
int x = loc.x * self->scaleX;
|
||||
int y = loc.y * self->scaleY;
|
||||
glwMouseEvent((glwWin *)self.window, GLW_LEFT_BUTTON, GLW_DOWN, x, y);
|
||||
if (self->onMouse) {
|
||||
self->onMouse((glwWin *)self.window, GLW_LEFT_BUTTON, GLW_DOWN, x, y);
|
||||
}
|
||||
}
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
NSPoint loc = [self convertPoint:[event locationInWindow] fromView:nil];
|
||||
int x = loc.x * self->scaleX;
|
||||
int y = loc.y * self->scaleY;
|
||||
if (GLW_DOWN == self->imGUI.mouseState) {
|
||||
if (GLW_DOWN == self->imGUI.mouseState) {
|
||||
if (self->onMotion) {
|
||||
self->onMotion((glwWin *)self.window, x, y);
|
||||
}
|
||||
} else {
|
||||
if (self->onPassiveMotion) {
|
||||
self->onPassiveMotion((glwWin *)self.window, x, y);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
glwMouseEvent((glwWin *)self.window, GLW_LEFT_BUTTON, GLW_DOWN, x, y);
|
||||
if (self->onMouse) {
|
||||
self->onMouse((glwWin *)self.window, GLW_LEFT_BUTTON, GLW_DOWN, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (BOOL)isFlipped {
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (void)mouseUp:(NSEvent*)event {
|
||||
NSPoint loc = [self convertPoint:[event locationInWindow] fromView:nil];
|
||||
int x = loc.x * self->scaleX;
|
||||
int y = loc.y * self->scaleY;
|
||||
glwMouseEvent((glwWin *)self.window, GLW_LEFT_BUTTON, GLW_UP, x, y);
|
||||
if (self->onMouse) {
|
||||
self->onMouse((glwWin *)self.window, GLW_LEFT_BUTTON, GLW_UP, x, y);
|
||||
}
|
||||
}
|
||||
@end
|
||||
|
||||
glwImGui *glwGetImGUI(glwWin *win) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
return &view->imGUI;
|
||||
}
|
||||
|
||||
glwFont *glwCreateFont(char *name, int weight, int size, int bold) {
|
||||
NSString *fontFamily = [NSString stringWithCString:name
|
||||
encoding:NSMacOSRomanStringEncoding];
|
||||
NSFont *font = [[[NSFontManager sharedFontManager] fontWithFamily:fontFamily
|
||||
traits:(bold ? NSBoldFontMask : NSUnboldFontMask) weight:weight size:size] retain];
|
||||
return (glwFont *)font;
|
||||
}
|
||||
|
||||
glwSize glwMeasureText(char *text, glwFont *font) {
|
||||
NSString *aString = [NSString stringWithCString:text
|
||||
encoding:NSMacOSRomanStringEncoding];
|
||||
NSSize frameSize = [aString sizeWithAttributes:
|
||||
[NSDictionary dictionaryWithObject:(NSFont *)font forKey:NSFontAttributeName]];
|
||||
glwSize size = {frameSize.width, frameSize.height};
|
||||
return size;
|
||||
}
|
||||
|
||||
void glwInit(void) {
|
||||
[NSApplication sharedApplication];
|
||||
glwInitPrimitives();
|
||||
}
|
||||
|
||||
void glwMainLoop(void) {
|
||||
@autoreleasepool {
|
||||
[NSApp run];
|
||||
}
|
||||
}
|
||||
|
||||
void glwSetUserData(glwWin *win, void *userData) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
view->userData = userData;
|
||||
}
|
||||
|
||||
void *glwGetUserData(glwWin *win) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
return view->userData;
|
||||
}
|
||||
|
||||
glwWin *glwCreateWindow(int x, int y, int width, int height) {
|
||||
NSUInteger windowStyle = NSTitledWindowMask | NSClosableWindowMask |
|
||||
NSResizableWindowMask | NSMiniaturizableWindowMask;
|
||||
NSRect fullRect = [[NSScreen mainScreen] visibleFrame];
|
||||
|
||||
if (0 == width || 0 == height) {
|
||||
width = fullRect.size.width;
|
||||
height = fullRect.size.height;
|
||||
}
|
||||
|
||||
NSRect viewRect = NSMakeRect(0, 0, width, height);
|
||||
NSRect windowRect = NSMakeRect(x, y, width, height);
|
||||
|
||||
NSWindow *window = [[NSWindow alloc] initWithContentRect:windowRect
|
||||
styleMask:windowStyle
|
||||
backing:NSBackingStoreBuffered
|
||||
defer:NO];
|
||||
|
||||
GLView *view = [[GLView alloc] initWithFrame:viewRect];
|
||||
view->onReshape = 0;
|
||||
view->onDisplay = 0;
|
||||
view->onMouse = 0;
|
||||
view->userData = 0;
|
||||
view->pendingReshape = 0;
|
||||
view->viewWidth = width;
|
||||
view->viewHeight = height;
|
||||
view->systemFontTexture.texId = 0;
|
||||
memset(&view->imGUI, 0, sizeof(view->imGUI));
|
||||
view->scaleX = 1;
|
||||
view->scaleY = 1;
|
||||
view->onPassiveMotion = 0;
|
||||
view->onMotion = 0;
|
||||
|
||||
[window setAcceptsMouseMovedEvents:YES];
|
||||
[window setContentView:view];
|
||||
[window setDelegate:view];
|
||||
|
||||
[window orderFrontRegardless];
|
||||
|
||||
return (glwWin *)window;
|
||||
}
|
||||
|
||||
void glwDisplayFunc(glwWin *win, void (*func)(glwWin *win)) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
view->onDisplay = func;
|
||||
}
|
||||
|
||||
void glwReshapeFunc(glwWin *win, void (*func)(glwWin *win, int width,
|
||||
int height)) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
view->onReshape = func;
|
||||
}
|
||||
|
||||
void glwMouseFunc(glwWin *win, void (*func)(glwWin *win, int button, int state,
|
||||
int x, int y)) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
view->onMouse = func;
|
||||
}
|
||||
|
||||
void glwMotionFunc(glwWin *win,
|
||||
void (*func)(glwWin *win, int x, int y)) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
view->onMotion = func;
|
||||
}
|
||||
|
||||
void glwPassiveMotionFunc(glwWin *win,
|
||||
void (*func)(glwWin *win, int x, int y)) {
|
||||
GLView *view = ((NSWindow *)win).contentView;
|
||||
view->onPassiveMotion = func;
|
||||
}
|
||||
|
||||
unsigned char *glwRenderTextToRGBA(char *text, glwFont *font, glwSize size,
|
||||
int *pixelsWide, int *pixelsHigh) {
|
||||
NSString *aString = [NSString stringWithCString:text encoding:NSMacOSRomanStringEncoding];
|
||||
NSSize frameSize = NSMakeSize(size.width, size.height);
|
||||
NSImage *image = [[NSImage alloc] initWithSize:frameSize];
|
||||
unsigned char *rgba = 0;
|
||||
int rgbaBytes = 0;
|
||||
[image lockFocus];
|
||||
[aString drawAtPoint:NSMakePoint(0, 0) withAttributes:
|
||||
[NSDictionary dictionaryWithObject:(NSFont *)font forKey:NSFontAttributeName]];
|
||||
[image unlockFocus];
|
||||
NSBitmapImageRep *bitmap = [NSBitmapImageRep imageRepWithData:[image TIFFRepresentation]];
|
||||
*pixelsWide = [bitmap pixelsWide];
|
||||
*pixelsHigh = [bitmap pixelsHigh];
|
||||
rgbaBytes = 4 * (*pixelsWide) * (*pixelsHigh);
|
||||
rgba = malloc(rgbaBytes);
|
||||
memcpy(rgba, [bitmap bitmapData], rgbaBytes);
|
||||
[image release];
|
||||
return rgba;
|
||||
}
|
||||
|
||||
void glwDestroyFont(glwFont *font) {
|
||||
NSFont *nsFont = (NSFont *)font;
|
||||
[nsFont release];
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
#ifndef GLW_STYLE_H
|
||||
#define GLW_STYLE_H
|
||||
|
||||
#define GLW_SYSTEM_FONT_NAME "Helvetica"
|
||||
#define GLW_SYSTEM_FONT_WEIGHT 5
|
||||
#define GLW_SYSTEM_FONT_SIZE 20
|
||||
|
||||
#define GLW_SMALL_ROUNDED_CORNER_SLICES 5
|
||||
|
||||
#define GLW_BORDER_COLOR_1 0xa2a2a2
|
||||
#define GLW_BORDER_COLOR_2 0x616161
|
||||
|
||||
#define GLW_FILL_GRADIENT_COLOR_1 0xffffff
|
||||
#define GLW_FILL_GRADIENT_COLOR_2 0xc6c4c5
|
||||
|
||||
#define GLW_FILL_GRADIENT_COLOR_1_H 0x3795fa
|
||||
#define GLW_FILL_GRADIENT_COLOR_2_H 0x333333
|
||||
|
||||
#define GLW_BUTTON_CORNER_RADIUS 5
|
||||
|
||||
#define GLW_CHECK_COLOR 0x000000
|
||||
|
||||
#define GLW_TAB_FILL_GRADIENT_COLOR_1 0xffffff
|
||||
#define GLW_TAB_FILL_GRADIENT_COLOR_2 0xc6c4c5
|
||||
|
||||
#define GLW_TAB_FILL_GRADIENT_COLOR_1_H 0x3795fa
|
||||
#define GLW_TAB_FILL_GRADIENT_COLOR_2_H 0x333333
|
||||
|
||||
#define GLW_PANEL_FILL_COLOR 0xe2e2e2
|
||||
|
||||
#define GLW_HOR_AUTO_MARGIN 0.4
|
||||
#define GLW_VER_AUTO_MARGIN 0.15
|
||||
|
||||
#define GLW_BACKGROUND_COLOR 0xfcfcfc
|
||||
#define GLW_TOOLBAR_BACKGROUND_COLOR 0xf5f5f5
|
||||
|
||||
#endif
|
|
@ -13,9 +13,14 @@ typedef struct skinnedMeshVertex {
|
|||
} skinnedMeshVertex;
|
||||
|
||||
typedef struct skinnedMeshBone {
|
||||
vec3 translation;
|
||||
vec3 position;
|
||||
vec3 rotation;
|
||||
matrix toRoot;
|
||||
} skinnedMeshBone;
|
||||
|
||||
typedef struct skinnedMesh skinnedMesh;
|
||||
|
||||
skinnedMesh *skinnedMeshCreate(void);
|
||||
void skinnedMeshAddBone();
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#include "osutil.h"
|
||||
#include <QDateTime>
|
||||
#include <QGLWidget>
|
||||
#include "osutil.h"
|
||||
|
||||
long long osGetMilliseconds(void) {
|
||||
return (long long)QDateTime::currentMSecsSinceEpoch();
|
|
@ -5,8 +5,16 @@
|
|||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <math.h>
|
||||
|
||||
long long osGetMilliseconds(void);
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
#define unsued(param) (void)param
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
Loading…
Reference in New Issue