solvespace/ui.h

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C
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#ifndef __UI_H
#define __UI_H
class TextWindow {
public:
static const int MAX_COLS = 100;
static const int MAX_ROWS = 2000;
#ifndef RGB
#define RGB(r, g, b) ((r) | ((g) << 8) | ((b) << 16))
#endif
#define REDf(v) ((((v) >> 0) & 0xff) / 255.0f)
#define GREENf(v) ((((v) >> 8) & 0xff) / 255.0f)
#define BLUEf(v) ((((v) >> 16) & 0xff) / 255.0f)
typedef struct {
char c;
int color;
} Color;
static const Color fgColors[];
static const Color bgColors[];
BYTE text[MAX_ROWS][MAX_COLS];
typedef void LinkFunction(int link, DWORD v);
static const int NOT_A_LINK = 0;
struct {
char fg;
int bg;
int link;
DWORD data;
LinkFunction *f;
LinkFunction *h;
} meta[MAX_ROWS][MAX_COLS];
int top[MAX_ROWS]; // in half-line units, or -1 for unused
int rows;
void Init(void);
void Printf(bool half, char *fmt, ...);
void ClearScreen(void);
void Show(void);
// State for the screen that we are showing in the text window.
static const int SCREEN_LIST_OF_GROUPS = 0;
static const int SCREEN_GROUP_INFO = 1;
static const int SCREEN_GROUP_SOLVE_INFO = 2;
static const int SCREEN_CONFIGURATION = 3;
typedef struct {
int screen;
hGroup group;
} ShownState;
static const int HISTORY_LEN = 16;
ShownState showns[HISTORY_LEN];
int shownIndex;
int history;
ShownState *shown;
static const int EDIT_NOTHING = 0;
static const int EDIT_TIMES_REPEATED = 1;
static const int EDIT_GROUP_NAME = 2;
static const int EDIT_LIGHT_DIRECTION = 3;
static const int EDIT_LIGHT_INTENSITY = 4;
static const int EDIT_COLOR = 5;
static const int EDIT_MESH_TOLERANCE = 6;
static const int EDIT_CAMERA_TANGENT = 7;
static const int EDIT_EDGE_COLOR = 8;
static const int EDIT_HELIX_TURNS = 20;
static const int EDIT_HELIX_PITCH = 21;
static const int EDIT_HELIX_DRADIUS = 22;
static const int EDIT_TTF_TEXT = 23;
struct {
int meaning;
int i;
hGroup group;
hRequest request;
} edit;
static void ReportHowGroupSolved(hGroup hg);
void ClearSuper(void);
void ShowHeader(bool withNav);
// These are self-contained screens, that show some information about
// the sketch.
void ShowListOfGroups(void);
void ShowGroupInfo(void);
void ShowGroupSolveInfo(void);
void ShowConfiguration(void);
// Special screen, based on selection
void DescribeSelection(void);
void OneScreenForwardTo(int screen);
// All of these are callbacks from the GUI code; first from when
// we're describing an entity
static void ScreenEditTtfText(int link, DWORD v);
static void ScreenSetTtfFont(int link, DWORD v);
static void ScreenUnselectAll(int link, DWORD v);
// and the rest from the stuff in textscreens.cpp
static void ScreenSelectGroup(int link, DWORD v);
static void ScreenActivateGroup(int link, DWORD v);
static void ScreenToggleGroupShown(int link, DWORD v);
static void ScreenHowGroupSolved(int link, DWORD v);
static void ScreenShowGroupsSpecial(int link, DWORD v);
static void ScreenDeleteGroup(int link, DWORD v);
static void ScreenHoverConstraint(int link, DWORD v);
static void ScreenHoverRequest(int link, DWORD v);
static void ScreenSelectRequest(int link, DWORD v);
static void ScreenSelectConstraint(int link, DWORD v);
static void ScreenChangeOneOrTwoSides(int link, DWORD v);
static void ScreenChangeSkipFirst(int link, DWORD v);
static void ScreenChangeMeshCombine(int link, DWORD v);
static void ScreenChangeRightLeftHanded(int link, DWORD v);
static void ScreenChangeHelixParameter(int link, DWORD v);
static void ScreenColor(int link, DWORD v);
static void ScreenShowConfiguration(int link, DWORD v);
static void ScreenNavigation(int link, DWORD v);
// These ones do stuff with the edit control
static void ScreenChangeExprA(int link, DWORD v);
static void ScreenChangeGroupName(int link, DWORD v);
static void ScreenChangeLightDirection(int link, DWORD v);
static void ScreenChangeLightIntensity(int link, DWORD v);
static void ScreenChangeColor(int link, DWORD v);
static void ScreenChangeMeshTolerance(int link, DWORD v);
static void ScreenChangeCameraTangent(int link, DWORD v);
static void ScreenChangeEdgeColor(int link, DWORD v);
void EditControlDone(char *s);
};
class GraphicsWindow {
public:
void Init(void);
// This table describes the top-level menus in the graphics winodw.
typedef enum {
// File
MNU_NEW = 100,
MNU_OPEN,
MNU_OPEN_RECENT,
MNU_SAVE,
MNU_SAVE_AS,
MNU_EXPORT_PNG,
MNU_EXPORT_MESH,
MNU_EXIT,
// View
MNU_ZOOM_IN,
MNU_ZOOM_OUT,
MNU_ZOOM_TO_FIT,
MNU_SHOW_TEXT_WND,
MNU_UNITS_INCHES,
MNU_UNITS_MM,
// Edit
MNU_UNDO,
MNU_REDO,
MNU_DELETE,
MNU_UNSELECT_ALL,
MNU_REGEN_ALL,
// Request
MNU_SEL_WORKPLANE,
MNU_FREE_IN_3D,
MNU_DATUM_POINT,
MNU_WORKPLANE,
MNU_LINE_SEGMENT,
MNU_CIRCLE,
MNU_ARC,
MNU_RECTANGLE,
MNU_CUBIC,
MNU_TTF_TEXT,
MNU_CONSTRUCTION,
// Group
MNU_GROUP_3D,
MNU_GROUP_WRKPL,
MNU_GROUP_EXTRUDE,
MNU_GROUP_LATHE,
MNU_GROUP_SWEEP,
MNU_GROUP_HELICAL,
MNU_GROUP_ROT,
MNU_GROUP_TRANS,
MNU_GROUP_IMPORT,
MNU_GROUP_RECENT,
// Constrain
MNU_DISTANCE_DIA,
MNU_ANGLE,
MNU_OTHER_ANGLE,
MNU_REFERENCE,
MNU_EQUAL,
MNU_RATIO,
MNU_ON_ENTITY,
MNU_SYMMETRIC,
MNU_AT_MIDPOINT,
MNU_HORIZONTAL,
MNU_VERTICAL,
MNU_PARALLEL,
MNU_PERPENDICULAR,
MNU_ORIENTED_SAME,
MNU_COMMENT,
} MenuId;
typedef void MenuHandler(int id);
typedef struct {
int level; // 0 == on menu bar, 1 == one level down
char *label; // or NULL for a separator
int id; // unique ID
int accel; // keyboard accelerator
MenuHandler *fn;
} MenuEntry;
static const MenuEntry menu[];
static void MenuView(int id);
static void MenuEdit(int id);
static void MenuRequest(int id);
// The width and height (in pixels) of the window.
double width, height;
// These parameters define the map from 2d screen coordinates to the
// coordinates of the 3d sketch points. We will use an axonometric
// projection.
Vector offset;
Vector projRight;
Vector projUp;
double scale;
struct {
Vector offset;
Vector projRight;
Vector projUp;
Point2d mouse;
} orig;
// When the user is dragging a point, don't solve multiple times without
// allowing a paint in between. The extra solves are wasted if they're
// not displayed.
bool havePainted;
void NormalizeProjectionVectors(void);
Point2d ProjectPoint(Vector p);
Vector ProjectPoint3(Vector p);
Vector ProjectPoint4(Vector p, double *w);
void AnimateOntoWorkplane(void);
Vector VectorFromProjs(Vector rightUpForward);
void HandlePointForZoomToFit(Vector p, Point2d *pmax, Point2d *pmin,
double *wmin, bool div);
void LoopOverPoints(Point2d *pmax, Point2d *pmin, double *wmin, bool div);
void ZoomToFit(void);
hGroup activeGroup;
void EnsureValidActives(void);
bool LockedInWorkplane(void);
void SetWorkplaneFreeIn3d(void);
hEntity ActiveWorkplane(void);
// Operations that must be completed by doing something with the mouse
// are noted here. These occupy the same space as the menu ids.
static const int FIRST_PENDING = 0x0f000000;
static const int DRAGGING_POINT = 0x0f000000;
static const int DRAGGING_NEW_POINT = 0x0f000001;
static const int DRAGGING_NEW_LINE_POINT = 0x0f000002;
static const int DRAGGING_NEW_CUBIC_POINT = 0x0f000003;
static const int DRAGGING_NEW_ARC_POINT = 0x0f000004;
static const int DRAGGING_CONSTRAINT = 0x0f000005;
static const int DRAGGING_RADIUS = 0x0f000006;
static const int DRAGGING_NORMAL = 0x0f000007;
static const int DRAGGING_NEW_RADIUS = 0x0f000008;
struct {
int operation;
hEntity point;
hEntity circle;
hEntity normal;
hConstraint constraint;
char *description;
} pending;
void ClearPending(void);
// The constraint that is being edited with the on-screen textbox.
hConstraint constraintBeingEdited;
bool ConstrainPointByHovered(hEntity pt);
hRequest AddRequest(int type, bool rememberForUndo);
hRequest AddRequest(int type);
// The current selection.
class Selection {
public:
hEntity entity;
hConstraint constraint;
bool emphasized;
void Draw(void);
void Clear(void);
bool IsEmpty(void);
bool Equals(Selection *b);
};
Selection hover;
static const int MAX_SELECTED = 32;
Selection selection[MAX_SELECTED];
void HitTestMakeSelection(Point2d mp);
void ClearSelection(void);
void ClearNonexistentSelectionItems(void);
struct {
hEntity point[MAX_SELECTED];
hEntity entity[MAX_SELECTED];
hEntity anyNormal[MAX_SELECTED];
hEntity vector[MAX_SELECTED];
hEntity face[MAX_SELECTED];
hConstraint constraint[MAX_SELECTED];
int points;
int entities;
int workplanes;
int faces;
int lineSegments;
int circlesOrArcs;
int anyNormals;
int vectors;
int constraints;
int n;
} gs;
void GroupSelection(void);
void ClearSuper(void);
// This sets what gets displayed.
bool showWorkplanes;
bool showNormals;
bool showPoints;
bool showConstraints;
bool showTextWindow;
bool showShaded;
bool showFaces;
bool showMesh;
bool showHdnLines;
static void ToggleBool(int link, DWORD v);
void UpdateDraggedNum(Vector *pos, double mx, double my);
void UpdateDraggedPoint(hEntity hp, double mx, double my);
// These are called by the platform-specific code.
void Paint(int w, int h);
void MouseMoved(double x, double y, bool leftDown, bool middleDown,
bool rightDown, bool shiftDown, bool ctrlDown);
void MouseLeftDown(double x, double y);
void MouseLeftUp(double x, double y);
void MouseLeftDoubleClick(double x, double y);
void MouseMiddleOrRightDown(double x, double y);
void MouseScroll(double x, double y, int delta);
void EditControlDone(char *s);
};
#endif