//----------------------------------------------------------------------------- // The root function to paint our graphics window, after setting up all the // views and such appropriately. Also contains all the stuff to manage the // selection. //----------------------------------------------------------------------------- #include "solvespace.h" bool GraphicsWindow::Selection::Equals(Selection *b) { if(entity.v != b->entity.v) return false; if(constraint.v != b->constraint.v) return false; return true; } bool GraphicsWindow::Selection::IsEmpty(void) { if(entity.v) return false; if(constraint.v) return false; return true; } bool GraphicsWindow::Selection::IsStylable(void) { if(entity.v) return true; if(constraint.v) { Constraint *c = SK.GetConstraint(constraint); if(c->type == Constraint::COMMENT) return true; } return false; } bool GraphicsWindow::Selection::HasEndpoints(void) { if(!entity.v) return false; Entity *e = SK.GetEntity(entity); return e->HasEndpoints(); } void GraphicsWindow::Selection::Clear(void) { entity.v = constraint.v = 0; emphasized = false; } void GraphicsWindow::Selection::Draw(void) { Vector refp; if(entity.v) { Entity *e = SK.GetEntity(entity); e->Draw(); if(emphasized) refp = e->GetReferencePos(); } if(constraint.v) { Constraint *c = SK.GetConstraint(constraint); c->Draw(); if(emphasized) refp = c->GetReferencePos(); } if(emphasized && (constraint.v || entity.v)) { // We want to emphasize this constraint or entity, by drawing a thick // line from the top left corner of the screen to the reference point // of that entity or constraint. double s = 0.501/SS.GW.scale; Vector topLeft = SS.GW.projRight.ScaledBy(-SS.GW.width*s); topLeft = topLeft.Plus(SS.GW.projUp.ScaledBy(SS.GW.height*s)); topLeft = topLeft.Minus(SS.GW.offset); glLineWidth(40); DWORD rgb = Style::Color(Style::HOVERED); glColor4d(REDf(rgb), GREENf(rgb), BLUEf(rgb), 0.2); glBegin(GL_LINES); glxVertex3v(topLeft); glxVertex3v(refp); glEnd(); glLineWidth(1); } } void GraphicsWindow::ClearSelection(void) { selection.Clear(); SS.later.showTW = true; InvalidateGraphics(); } void GraphicsWindow::ClearNonexistentSelectionItems(void) { bool change = false; Selection *s; selection.ClearTags(); for(s = selection.First(); s; s = selection.NextAfter(s)) { if(s->constraint.v && !(SK.constraint.FindByIdNoOops(s->constraint))) { s->tag = 1; change = true; } if(s->entity.v && !(SK.entity.FindByIdNoOops(s->entity))) { s->tag = 1; change = true; } } selection.RemoveTagged(); if(change) InvalidateGraphics(); } //----------------------------------------------------------------------------- // Is this entity/constraint selected? //----------------------------------------------------------------------------- bool GraphicsWindow::IsSelected(hEntity he) { Selection s; ZERO(&s); s.entity = he; return IsSelected(&s); } bool GraphicsWindow::IsSelected(Selection *st) { Selection *s; for(s = selection.First(); s; s = selection.NextAfter(s)) { if(s->Equals(st)) { return true; } } return false; } //----------------------------------------------------------------------------- // Unselect an item, if it is selected. We can either unselect just that item, // or also unselect any coincident points. The latter is useful if the user // somehow selects two coincident points (like with select all), because it // would otherwise be impossible to de-select the lower of the two. //----------------------------------------------------------------------------- void GraphicsWindow::MakeUnselected(hEntity he, bool coincidentPointTrick) { Selection stog; ZERO(&stog); stog.entity = he; MakeUnselected(&stog, coincidentPointTrick); } void GraphicsWindow::MakeUnselected(Selection *stog, bool coincidentPointTrick){ if(stog->IsEmpty()) return; Selection *s; // If an item was selected, then we just un-select it. bool wasSelected = false; selection.ClearTags(); for(s = selection.First(); s; s = selection.NextAfter(s)) { if(s->Equals(stog)) { s->tag = 1; } } // If two points are coincident, then it's impossible to hover one of // them. But make sure to deselect both, to avoid mysterious seeming // inability to deselect if the bottom one did somehow get selected. if(stog->entity.v && coincidentPointTrick) { Entity *e = SK.GetEntity(stog->entity); if(e->IsPoint()) { Vector ep = e->PointGetNum(); for(s = selection.First(); s; s = selection.NextAfter(s)) { if(!s->entity.v) continue; if(s->entity.v == stog->entity.v) continue; Entity *se = SK.GetEntity(s->entity); if(!se->IsPoint()) continue; if(ep.Equals(se->PointGetNum())) { s->tag = 1; } } } } selection.RemoveTagged(); } //----------------------------------------------------------------------------- // Select an item, if it isn't selected already. //----------------------------------------------------------------------------- void GraphicsWindow::MakeSelected(hEntity he) { Selection stog; ZERO(&stog); stog.entity = he; MakeSelected(&stog); } void GraphicsWindow::MakeSelected(Selection *stog) { if(stog->IsEmpty()) return; if(IsSelected(stog)) return; if(stog->entity.v != 0 && SK.GetEntity(stog->entity)->IsFace()) { // In the interest of speed for the triangle drawing code, // only two faces may be selected at a time. int c = 0; Selection *s; selection.ClearTags(); for(s = selection.First(); s; s = selection.NextAfter(s)) { hEntity he = s->entity; if(he.v != 0 && SK.GetEntity(he)->IsFace()) { c++; if(c >= 2) s->tag = 1; } } selection.RemoveTagged(); } selection.Add(stog); } //----------------------------------------------------------------------------- // Select everything that lies within the marquee view-aligned rectangle. For // points, we test by the point location. For normals, we test by the normal's // associated point. For anything else, we test by any piecewise linear edge. //----------------------------------------------------------------------------- void GraphicsWindow::SelectByMarquee(void) { Point2d begin = ProjectPoint(orig.marqueePoint); double xmin = min(orig.mouse.x, begin.x), xmax = max(orig.mouse.x, begin.x), ymin = min(orig.mouse.y, begin.y), ymax = max(orig.mouse.y, begin.y); Entity *e; for(e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) { if(e->group.v != SS.GW.activeGroup.v) continue; if(e->IsFace() || e->IsDistance()) continue; if(!e->IsVisible()) continue; if(e->IsPoint() || e->IsNormal()) { Vector p = e->IsPoint() ? e->PointGetNum() : SK.GetEntity(e->point[0])->PointGetNum(); Point2d pp = ProjectPoint(p); if(pp.x >= xmin && pp.x <= xmax && pp.y >= ymin && pp.y <= ymax) { MakeSelected(e->h); } } else { // Use the 3d bounding box test routines, to avoid duplication; // so let our bounding square become a bounding box that certainly // includes the z = 0 plane. Vector ptMin = Vector::From(xmin, ymin, -1), ptMax = Vector::From(xmax, ymax, 1); SEdgeList sel; ZERO(&sel); e->GenerateEdges(&sel, true); SEdge *se; for(se = sel.l.First(); se; se = sel.l.NextAfter(se)) { Point2d ppa = ProjectPoint(se->a), ppb = ProjectPoint(se->b); Vector ptA = Vector::From(ppa.x, ppa.y, 0), ptB = Vector::From(ppb.x, ppb.y, 0); if(Vector::BoundingBoxIntersectsLine(ptMax, ptMin, ptA, ptB, true) || !ptA.OutsideAndNotOn(ptMax, ptMin) || !ptB.OutsideAndNotOn(ptMax, ptMin)) { MakeSelected(e->h); break; } } sel.Clear(); } } } //----------------------------------------------------------------------------- // Sort the selection according to various critieria: the entities and // constraints separately, counts of certain types of entities (circles, // lines, etc.), and so on. //----------------------------------------------------------------------------- void GraphicsWindow::GroupSelection(void) { memset(&gs, 0, sizeof(gs)); int i; for(i = 0; i < selection.n && i < MAX_SELECTED; i++) { Selection *s = &(selection.elem[i]); if(s->entity.v) { (gs.n)++; Entity *e = SK.entity.FindById(s->entity); // A list of points, and a list of all entities that aren't points. if(e->IsPoint()) { gs.point[(gs.points)++] = s->entity; } else { gs.entity[(gs.entities)++] = s->entity; (gs.stylables)++; } // And an auxiliary list of normals, including normals from // workplanes. if(e->IsNormal()) { gs.anyNormal[(gs.anyNormals)++] = s->entity; } else if(e->IsWorkplane()) { gs.anyNormal[(gs.anyNormals)++] = e->Normal()->h; } // And of vectors (i.e., stuff with a direction to constrain) if(e->HasVector()) { gs.vector[(gs.vectors)++] = s->entity; } // Faces (which are special, associated/drawn with triangles) if(e->IsFace()) { gs.face[(gs.faces)++] = s->entity; } if(e->HasEndpoints()) { (gs.withEndpoints)++; } // And some aux counts too switch(e->type) { case Entity::WORKPLANE: (gs.workplanes)++; break; case Entity::LINE_SEGMENT: (gs.lineSegments)++; break; case Entity::CUBIC: (gs.cubics)++; break; case Entity::CUBIC_PERIODIC: (gs.periodicCubics)++; break; case Entity::ARC_OF_CIRCLE: (gs.circlesOrArcs)++; (gs.arcs)++; break; case Entity::CIRCLE: (gs.circlesOrArcs)++; break; } } if(s->constraint.v) { gs.constraint[(gs.constraints)++] = s->constraint; Constraint *c = SK.GetConstraint(s->constraint); if(c->type == Constraint::COMMENT) { (gs.stylables)++; (gs.comments)++; } } } } void GraphicsWindow::HitTestMakeSelection(Point2d mp) { int i; double d, dmin = 1e12; Selection s; ZERO(&s); // Always do the entities; we might be dragging something that should // be auto-constrained, and we need the hover for that. for(i = 0; i < SK.entity.n; i++) { Entity *e = &(SK.entity.elem[i]); // Don't hover whatever's being dragged. if(e->h.request().v == pending.point.request().v) { // The one exception is when we're creating a new cubic; we // want to be able to hover the first point, because that's // how we turn it into a periodic spline. if(!e->IsPoint()) continue; if(!e->h.isFromRequest()) continue; Request *r = SK.GetRequest(e->h.request()); if(r->type != Request::CUBIC) continue; if(r->extraPoints < 2) continue; if(e->h.v != r->h.entity(1).v) continue; } d = e->GetDistance(mp); if(d < 10 && d < dmin) { memset(&s, 0, sizeof(s)); s.entity = e->h; dmin = d; } } // The constraints and faces happen only when nothing's in progress. if(pending.operation == 0) { // Constraints for(i = 0; i < SK.constraint.n; i++) { d = SK.constraint.elem[i].GetDistance(mp); if(d < 10 && d < dmin) { memset(&s, 0, sizeof(s)); s.constraint = SK.constraint.elem[i].h; dmin = d; } } // Faces, from the triangle mesh; these are lowest priority if(s.constraint.v == 0 && s.entity.v == 0 && showShaded && showFaces) { Group *g = SK.GetGroup(activeGroup); SMesh *m = &(g->displayMesh); DWORD v = m->FirstIntersectionWith(mp); if(v) { s.entity.v = v; } } } if(!s.Equals(&hover)) { hover = s; InvalidateGraphics(); } } //----------------------------------------------------------------------------- // Project a point in model space to screen space, exactly as gl would; return // units are pixels. //----------------------------------------------------------------------------- Point2d GraphicsWindow::ProjectPoint(Vector p) { Vector p3 = ProjectPoint3(p); Point2d p2 = { p3.x, p3.y }; return p2; } //----------------------------------------------------------------------------- // Project a point in model space to screen space, exactly as gl would; return // units are pixels. The z coordinate is also returned, also in pixels. //----------------------------------------------------------------------------- Vector GraphicsWindow::ProjectPoint3(Vector p) { double w; Vector r = ProjectPoint4(p, &w); return r.ScaledBy(scale/w); } //----------------------------------------------------------------------------- // Project a point in model space halfway into screen space. The scale is // not applied, and the perspective divide isn't applied; instead the w // coordinate is returned separately. //----------------------------------------------------------------------------- Vector GraphicsWindow::ProjectPoint4(Vector p, double *w) { p = p.Plus(offset); Vector r; r.x = p.Dot(projRight); r.y = p.Dot(projUp); r.z = p.Dot(projUp.Cross(projRight)); *w = 1 + r.z*SS.CameraTangent()*scale; return r; } //----------------------------------------------------------------------------- // Return a point in the plane parallel to the screen and through the offset, // that projects onto the specified (x, y) coordinates. //----------------------------------------------------------------------------- Vector GraphicsWindow::UnProjectPoint(Point2d p) { Vector orig = offset.ScaledBy(-1); // Note that we ignoring the effects of perspective. Since our returned // point has the same component normal to the screen as the offset, it // will have z = 0 after the rotation is applied, thus w = 1. So this is // correct. orig = orig.Plus(projRight.ScaledBy(p.x / scale)).Plus( projUp. ScaledBy(p.y / scale)); return orig; } void GraphicsWindow::NormalizeProjectionVectors(void) { if(projRight.Magnitude() < LENGTH_EPS) { projRight = Vector::From(1, 0, 0); } Vector norm = projRight.Cross(projUp); // If projRight and projUp somehow ended up parallel, then pick an // arbitrary projUp normal to projRight. if(norm.Magnitude() < LENGTH_EPS) { norm = projRight.Normal(0); } projUp = norm.Cross(projRight); projUp = projUp.WithMagnitude(1); projRight = projRight.WithMagnitude(1); } Vector GraphicsWindow::VectorFromProjs(Vector rightUpForward) { Vector n = projRight.Cross(projUp); Vector r = (projRight.ScaledBy(rightUpForward.x)); r = r.Plus(projUp.ScaledBy(rightUpForward.y)); r = r.Plus(n.ScaledBy(rightUpForward.z)); return r; } void GraphicsWindow::Paint(int w, int h) { int i; havePainted = true; width = w; height = h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/30000); double mat[16]; // Last thing before display is to apply the perspective double clp = SS.CameraTangent()*scale; MakeMatrix(mat, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, clp, 1); glMultMatrixd(mat); // Before that, we apply the rotation Vector n = projUp.Cross(projRight); MakeMatrix(mat, projRight.x, projRight.y, projRight.z, 0, projUp.x, projUp.y, projUp.z, 0, n.x, n.y, n.z, 0, 0, 0, 0, 1); glMultMatrixd(mat); // And before that, the translation MakeMatrix(mat, 1, 0, 0, offset.x, 0, 1, 0, offset.y, 0, 0, 1, offset.z, 0, 0, 0, 1); glMultMatrixd(mat); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); // don't enable GL_POLYGON_SMOOTH; that looks ugly on some graphics cards, // drawn with leaks in the mesh glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_DEPTH_TEST); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glEnable(GL_NORMALIZE); // At the same depth, we want later lines drawn over earlier. glDepthFunc(GL_LEQUAL); if(SS.AllGroupsOkay()) { glClearColor(REDf(SS.backgroundColor), GREENf(SS.backgroundColor), BLUEf(SS.backgroundColor), 1.0f); } else { // Draw a different background whenever we're having solve problems. DWORD rgb = Style::Color(Style::DRAW_ERROR); glClearColor(0.4f*REDf(rgb), 0.4f*GREENf(rgb), 0.4f*BLUEf(rgb), 1.0f); // And show the text window, which has info to debug it ForceTextWindowShown(); } glClear(GL_COLOR_BUFFER_BIT); glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); if(SS.bgImage.fromFile) { // If a background image is loaded, then we draw it now as a texture. // This handles the resizing for us nicely. glBindTexture(GL_TEXTURE_2D, TEXTURE_BACKGROUND_IMG); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, SS.bgImage.rw, SS.bgImage.rh, 0, GL_RGB, GL_UNSIGNED_BYTE, SS.bgImage.fromFile); double tw = ((double)SS.bgImage.w) / SS.bgImage.rw, th = ((double)SS.bgImage.h) / SS.bgImage.rh; double mmw = SS.bgImage.w / SS.bgImage.scale, mmh = SS.bgImage.h / SS.bgImage.scale; Vector origin = SS.bgImage.origin; origin = origin.DotInToCsys(projRight, projUp, n); // Place the depth of our origin at the point that corresponds to // w = 1, so that it's unaffected by perspective. origin.z = (offset.ScaledBy(-1)).Dot(n); origin = origin.ScaleOutOfCsys(projRight, projUp, n); // Place the background at the very back of the Z order, though, by // mucking with the depth range. glDepthRange(1, 1); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); glTexCoord2d(0, 0); glxVertex3v(origin); glTexCoord2d(0, th); glxVertex3v(origin.Plus(projUp.ScaledBy(mmh))); glTexCoord2d(tw, th); glxVertex3v(origin.Plus(projRight.ScaledBy(mmw).Plus( projUp. ScaledBy(mmh)))); glTexCoord2d(tw, 0); glxVertex3v(origin.Plus(projRight.ScaledBy(mmw))); glEnd(); glDisable(GL_TEXTURE_2D); } glxDepthRangeOffset(0); // Nasty case when we're reloading the imported files; could be that // we get an error, so a dialog pops up, and a message loop starts, and // we have to get called to paint ourselves. If the sketch is screwed // up, then we could trigger an oops trying to draw. if(!SS.allConsistent) return; // Let's use two lights, at the user-specified locations GLfloat f; glEnable(GL_LIGHT0); f = (GLfloat)SS.lightIntensity[0]; GLfloat li0[] = { f, f, f, 1.0f }; glLightfv(GL_LIGHT0, GL_DIFFUSE, li0); glLightfv(GL_LIGHT0, GL_SPECULAR, li0); glEnable(GL_LIGHT1); f = (GLfloat)SS.lightIntensity[1]; GLfloat li1[] = { f, f, f, 1.0f }; glLightfv(GL_LIGHT1, GL_DIFFUSE, li1); glLightfv(GL_LIGHT1, GL_SPECULAR, li1); Vector ld; ld = VectorFromProjs(SS.lightDir[0]); GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 }; glLightfv(GL_LIGHT0, GL_POSITION, ld0); ld = VectorFromProjs(SS.lightDir[1]); GLfloat ld1[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 }; glLightfv(GL_LIGHT1, GL_POSITION, ld1); if(SS.drawBackFaces) { // For debugging, draw the backs of the triangles in red, so that we // notice when a shell is open glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1); } else { glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 0); } GLfloat ambient[4] = { (float)SS.ambientIntensity, (float)SS.ambientIntensity, (float)SS.ambientIntensity, 1 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); glxUnlockColor(); if(showSnapGrid && LockedInWorkplane()) { hEntity he = ActiveWorkplane(); EntityBase *wrkpl = SK.GetEntity(he), *norm = wrkpl->Normal(); Vector wu, wv, wn, wp; wp = SK.GetEntity(wrkpl->point[0])->PointGetNum(); wu = norm->NormalU(); wv = norm->NormalV(); wn = norm->NormalN(); double g = SS.gridSpacing; double umin = VERY_POSITIVE, umax = VERY_NEGATIVE, vmin = VERY_POSITIVE, vmax = VERY_NEGATIVE; int a; for(a = 0; a < 4; a++) { // Ideally, we would just do +/- half the width and height; but // allow some extra slop for rounding. Vector horiz = projRight.ScaledBy((0.6*width)/scale + 2*g), vert = projUp. ScaledBy((0.6*height)/scale + 2*g); if(a == 2 || a == 3) horiz = horiz.ScaledBy(-1); if(a == 1 || a == 3) vert = vert. ScaledBy(-1); Vector tp = horiz.Plus(vert).Minus(offset); // Project the point into our grid plane, normal to the screen // (not to the grid plane). If the plane is on edge then this is // impossible so don't try to draw the grid. bool parallel; Vector tpp = Vector::AtIntersectionOfPlaneAndLine( wn, wn.Dot(wp), tp, tp.Plus(n), ¶llel); if(parallel) goto nogrid; tpp = tpp.Minus(wp); double uu = tpp.Dot(wu), vv = tpp.Dot(wv); umin = min(uu, umin); umax = max(uu, umax); vmin = min(vv, vmin); vmax = max(vv, vmax); } int i, j, i0, i1, j0, j1; i0 = (int)(umin / g); i1 = (int)(umax / g); j0 = (int)(vmin / g); j1 = (int)(vmax / g); if(i0 > i1 || i1 - i0 > 400) goto nogrid; if(j0 > j1 || j1 - j0 > 400) goto nogrid; glLineWidth(1); glxColorRGBa(Style::Color(Style::DATUM), 0.3); glBegin(GL_LINES); for(i = i0 + 1; i < i1; i++) { glxVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j0*g))); glxVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j1*g))); } for(j = j0 + 1; j < j1; j++) { glxVertex3v(wp.Plus(wu.ScaledBy(i0*g)).Plus(wv.ScaledBy(j*g))); glxVertex3v(wp.Plus(wu.ScaledBy(i1*g)).Plus(wv.ScaledBy(j*g))); } glEnd(); // Clear the depth buffer, so that the grid is at the very back of // the Z order. glClear(GL_DEPTH_BUFFER_BIT); nogrid:; } // Draw the active group; this does stuff like the mesh and edges. (SK.GetGroup(activeGroup))->Draw(); // Now draw the entities if(showHdnLines) glDisable(GL_DEPTH_TEST); Entity::DrawAll(); // Draw filled paths in all groups, when those filled paths were requested // specially by assigning a style with a fill color, or when the filled // paths are just being filled by default. This should go last, to make // the transparency work. Group *g; for(g = SK.group.First(); g; g = SK.group.NextAfter(g)) { if(!(g->IsVisible())) continue; g->DrawFilledPaths(); } glDisable(GL_DEPTH_TEST); // Draw the constraints for(i = 0; i < SK.constraint.n; i++) { SK.constraint.elem[i].Draw(); } // Draw the traced path, if one exists glLineWidth(Style::Width(Style::ANALYZE)); glxColorRGB(Style::Color(Style::ANALYZE)); SContour *sc = &(SS.traced.path); glBegin(GL_LINE_STRIP); for(i = 0; i < sc->l.n; i++) { glxVertex3v(sc->l.elem[i].p); } glEnd(); // And the naked edges, if the user did Analyze -> Show Naked Edges. glLineWidth(Style::Width(Style::DRAW_ERROR)); glxColorRGB(Style::Color(Style::DRAW_ERROR)); glxDrawEdges(&(SS.nakedEdges), true); // Then redraw whatever the mouse is hovering over, highlighted. glDisable(GL_DEPTH_TEST); glxLockColorTo(Style::Color(Style::HOVERED)); hover.Draw(); // And finally draw the selection, same mechanism. glxLockColorTo(Style::Color(Style::SELECTED)); for(Selection *s = selection.First(); s; s = selection.NextAfter(s)) { s->Draw(); } glxUnlockColor(); // If a marquee selection is in progress, then draw the selection // rectangle, as an outline and a transparent fill. if(pending.operation == DRAGGING_MARQUEE) { Point2d begin = ProjectPoint(orig.marqueePoint); double xmin = min(orig.mouse.x, begin.x), xmax = max(orig.mouse.x, begin.x), ymin = min(orig.mouse.y, begin.y), ymax = max(orig.mouse.y, begin.y); Vector tl = UnProjectPoint(Point2d::From(xmin, ymin)), tr = UnProjectPoint(Point2d::From(xmax, ymin)), br = UnProjectPoint(Point2d::From(xmax, ymax)), bl = UnProjectPoint(Point2d::From(xmin, ymax)); glLineWidth((GLfloat)1.3); glxColorRGB(Style::Color(Style::HOVERED)); glBegin(GL_LINE_LOOP); glxVertex3v(tl); glxVertex3v(tr); glxVertex3v(br); glxVertex3v(bl); glEnd(); glxColorRGBa(Style::Color(Style::HOVERED), 0.10); glBegin(GL_QUADS); glxVertex3v(tl); glxVertex3v(tr); glxVertex3v(br); glxVertex3v(bl); glEnd(); } // An extra line, used to indicate the origin when rotating within the // plane of the monitor. if(SS.extraLine.draw) { glLineWidth(1); glxLockColorTo(Style::Color(Style::DATUM)); glBegin(GL_LINES); glxVertex3v(SS.extraLine.ptA); glxVertex3v(SS.extraLine.ptB); glEnd(); } // A note to indicate the origin in the just-exported file. if(SS.justExportedInfo.draw) { glxColorRGB(Style::Color(Style::DATUM)); Vector p = SS.justExportedInfo.pt, u = SS.justExportedInfo.u, v = SS.justExportedInfo.v; glLineWidth(1.5); glBegin(GL_LINES); glxVertex3v(p.Plus(u.WithMagnitude(-15/scale))); glxVertex3v(p.Plus(u.WithMagnitude(30/scale))); glxVertex3v(p.Plus(v.WithMagnitude(-15/scale))); glxVertex3v(p.Plus(v.WithMagnitude(30/scale))); glEnd(); glxWriteText("(x, y) = (0, 0) for file just exported", DEFAULT_TEXT_HEIGHT, p.Plus(u.ScaledBy(10/scale)).Plus(v.ScaledBy(10/scale)), u, v, NULL, NULL); glxWriteText("press Esc to clear this message", DEFAULT_TEXT_HEIGHT, p.Plus(u.ScaledBy(40/scale)).Plus( v.ScaledBy(-(DEFAULT_TEXT_HEIGHT)/scale)), u, v, NULL, NULL); } // And finally the toolbar. if(SS.showToolbar) { ToolbarDraw(); } }