solvespace/src/toolbar.cpp

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//-----------------------------------------------------------------------------
// The toolbar that appears at the top left of the graphics window, where the
// user can select icons with the mouse, to perform operations equivalent to
// selecting a menu item or using a keyboard shortcut.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
static const char *SPACER = "";
static struct {
const char *iconName;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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Command menu;
const char *tip;
Pixmap icon;
} Toolbar[] = {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
{ "line", Command::LINE_SEGMENT, "Sketch line segment", {} },
{ "rectangle", Command::RECTANGLE, "Sketch rectangle", {} },
{ "circle", Command::CIRCLE, "Sketch circle", {} },
{ "arc", Command::ARC, "Sketch arc of a circle", {} },
{ "text", Command::TTF_TEXT, "Sketch curves from text in a TrueType font", {} },
{ "tangent-arc", Command::TANGENT_ARC, "Create tangent arc at selected point", {} },
{ "bezier", Command::CUBIC, "Sketch cubic Bezier spline", {} },
{ "point", Command::DATUM_POINT, "Sketch datum point", {} },
{ "construction", Command::CONSTRUCTION, "Toggle construction", {} },
{ "trim", Command::SPLIT_CURVES, "Split lines / curves where they intersect", {} },
{ SPACER, Command::NONE, 0, {} },
{ "length", Command::DISTANCE_DIA, "Constrain distance / diameter / length", {} },
{ "angle", Command::ANGLE, "Constrain angle", {} },
{ "horiz", Command::HORIZONTAL, "Constrain to be horizontal", {} },
{ "vert", Command::VERTICAL, "Constrain to be vertical", {} },
{ "parallel", Command::PARALLEL, "Constrain to be parallel or tangent", {} },
{ "perpendicular", Command::PERPENDICULAR, "Constrain to be perpendicular", {} },
{ "pointonx", Command::ON_ENTITY, "Constrain point on line / curve / plane / point", {} },
{ "symmetric", Command::SYMMETRIC, "Constrain symmetric", {} },
{ "equal", Command::EQUAL, "Constrain equal length / radius / angle", {} },
{ "same-orientation",Command::ORIENTED_SAME, "Constrain normals in same orientation", {} },
{ "other-supp", Command::OTHER_ANGLE, "Other supplementary angle", {} },
{ "ref", Command::REFERENCE, "Toggle reference dimension", {} },
{ SPACER, Command::NONE, 0, {} },
{ "extrude", Command::GROUP_EXTRUDE, "New group extruding active sketch", {} },
{ "lathe", Command::GROUP_LATHE, "New group rotating active sketch", {} },
{ "step-rotate", Command::GROUP_ROT, "New group step and repeat rotating", {} },
{ "step-translate", Command::GROUP_TRANS, "New group step and repeat translating", {} },
{ "sketch-in-plane", Command::GROUP_WRKPL, "New group in new workplane (thru given entities)", {} },
{ "sketch-in-3d", Command::GROUP_3D, "New group in 3d", {} },
{ "assemble", Command::GROUP_LINK, "New group linking / assembling file", {} },
{ SPACER, Command::NONE, 0, {} },
{ "in3d", Command::NEAREST_ISO, "Nearest isometric view", {} },
{ "ontoworkplane", Command::ONTO_WORKPLANE, "Align view to active workplane", {} },
{ NULL, Command::NONE, 0, {} }
};
void GraphicsWindow::ToolbarDraw() {
ToolbarDrawOrHitTest(0, 0, true, NULL);
}
bool GraphicsWindow::ToolbarMouseMoved(int x, int y) {
x += ((int)width/2);
y += ((int)height/2);
2015-03-29 00:30:52 +00:00
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
Command nh = Command::NONE;
bool withinToolbar = ToolbarDrawOrHitTest(x, y, false, &nh);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(!withinToolbar) nh = Command::NONE;
if(nh != toolbarTooltipped) {
// Don't let the tool tip move around if the mouse moves within the
// same item.
toolbarMouseX = x;
toolbarMouseY = y;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
toolbarTooltipped = Command::NONE;
}
if(nh != toolbarHovered) {
toolbarHovered = nh;
SetTimerFor(1000);
PaintGraphics();
}
// So if we moved off the toolbar, then toolbarHovered is now equal to
// zero, so it doesn't matter if the tool tip timer expires. And if
// we moved from one item to another, we reset the timer, so also okay.
return withinToolbar;
}
bool GraphicsWindow::ToolbarMouseDown(int x, int y) {
x += ((int)width/2);
y += ((int)height/2);
2015-03-29 00:30:52 +00:00
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
Command nh = Command::NONE;
bool withinToolbar = ToolbarDrawOrHitTest(x, y, false, &nh);
// They might have clicked within the toolbar, but not on a button.
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(withinToolbar && nh != Command::NONE) {
for(int i = 0; SS.GW.menu[i].level >= 0; i++) {
if(nh == SS.GW.menu[i].id) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
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(SS.GW.menu[i].fn)((Command)SS.GW.menu[i].id);
break;
}
}
}
return withinToolbar;
}
bool GraphicsWindow::ToolbarDrawOrHitTest(int mx, int my,
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
bool paint, Command *menuHit)
{
int i;
int x = 17, y = (int)(height - 52);
int fudge = 8;
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int h = 32*16 + 3*16 + fudge;
int aleft = 0, aright = 66, atop = y+16+fudge/2, abot = y+16-h;
bool withinToolbar =
(mx >= aleft && mx <= aright && my <= atop && my >= abot);
if(!paint && !withinToolbar) {
// This gets called every MouseMove event, so return quickly.
return false;
}
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if(paint) {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glTranslated(-1, -1, 0);
glScaled(2.0/width, 2.0/height, 0);
glDisable(GL_LIGHTING);
double c = 30.0/255;
glColor4d(c, c, c, 1.0);
ssglAxisAlignedQuad(aleft, aright, atop, abot);
}
struct {
bool show;
const char *str;
} toolTip = { false, NULL };
bool leftpos = true;
for(i = 0; Toolbar[i].iconName; i++) {
if(Toolbar[i].iconName == SPACER) {
if(!leftpos) {
leftpos = true;
y -= 32;
x -= 32;
}
y -= 16;
if(paint) {
// Draw a separator bar in a slightly different color.
int divw = 30, divh = 2;
glColor4d(0.17, 0.17, 0.17, 1);
x += 16;
y += 24;
ssglAxisAlignedQuad(x+divw, x-divw, y+divh, y-divh);
x -= 16;
y -= 24;
}
continue;
}
if(Toolbar[i].icon.IsEmpty()) {
std::string name = ssprintf("icons/graphics-window/%s.png", Toolbar[i].iconName);
Toolbar[i].icon = LoadPNG(name);
}
if(paint) {
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glColor4d(0, 0, 0, 1.0);
Point2d o = { (double)(x - Toolbar[i].icon.width / 2),
(double)(y - Toolbar[i].icon.height / 2) };
ssglDrawPixmap(Toolbar[i].icon, o, /*flip=*/true);
if(toolbarHovered == Toolbar[i].menu ||
(pending.operation == Pending::COMMAND &&
pending.command == Toolbar[i].menu)) {
// Highlight the hovered or pending item.
glColor4d(1, 1, 0, 0.3);
int boxhw = 15;
ssglAxisAlignedQuad(x+boxhw, x-boxhw, y+boxhw, y-boxhw);
}
if(toolbarTooltipped == Toolbar[i].menu) {
// Display the tool tip for this item; postpone till later
// so that no one draws over us. Don't need position since
// that's just wherever the mouse is.
toolTip.show = true;
toolTip.str = Toolbar[i].tip;
}
} else {
int boxhw = 16;
if(mx < (x+boxhw) && mx > (x - boxhw) &&
my < (y+boxhw) && my > (y - boxhw))
{
if(menuHit) *menuHit = Toolbar[i].menu;
}
}
if(leftpos) {
x += 32;
leftpos = false;
} else {
x -= 32;
y -= 32;
leftpos = true;
}
}
if(paint) {
// Do this last so that nothing can draw over it.
if(toolTip.show) {
ssglInitializeBitmapFont();
std::string str = toolTip.str;
for(i = 0; SS.GW.menu[i].level >= 0; i++) {
if(toolbarTooltipped == SS.GW.menu[i].id) {
std::string accel = MakeAcceleratorLabel(SS.GW.menu[i].accel);
if(!accel.empty()) {
str += ssprintf(" (%s)", accel.c_str());
}
break;
}
}
int tw = str.length() * (SS.TW.CHAR_WIDTH - 1) + 10,
th = SS.TW.LINE_HEIGHT + 2;
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double ox = toolbarMouseX + 3, oy = toolbarMouseY + 3;
glLineWidth(1);
glColor4d(1.0, 1.0, 0.6, 1.0);
ssglAxisAlignedQuad(ox, ox+tw, oy, oy+th);
glColor4d(0.0, 0.0, 0.0, 1.0);
ssglAxisAlignedLineLoop(ox, ox+tw, oy, oy+th);
glColor4d(0, 0, 0, 1);
glPushMatrix();
glTranslated(ox+5, oy+3, 0);
glScaled(1, -1, 1);
ssglBitmapText(str, Vector::From(0, 0, 0));
glPopMatrix();
}
ssglDepthRangeLockToFront(false);
}
return withinToolbar;
}
void GraphicsWindow::TimerCallback() {
SS.GW.toolbarTooltipped = SS.GW.toolbarHovered;
PaintGraphics();
}