#ifndef __UI_H #define __UI_H class TextWindow { public: static const int MAX_COLS = 100; static const int MAX_ROWS = 200; #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_HELIX_TURNS = 8; static const int EDIT_HELIX_PITCH = 9; static const int EDIT_HELIX_DRADIUS = 10; struct { int meaning; int i; hGroup group; } 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. 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 ScreenUnselectAll(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); 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_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, // 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_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_ORIENTED_SAME, MNU_COMMENT, MNU_SOLVE_NOW, } 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 MouseMiddleDown(double x, double y); void MouseScroll(double x, double y, int delta); void EditControlDone(char *s); }; #endif