#include #include #include #include #include "solvespace.h" const GraphicsWindow::MenuEntry GraphicsWindow::menu[] = { { 0, "&File", 0, NULL }, { 1, "&New\tCtrl+N", 0, NULL }, { 1, "&Open...\tCtrl+O", 0, NULL }, { 1, "&Save\tCtrl+S", 0, NULL }, { 1, "Save &As...", 0, NULL }, { 1, NULL, 0, NULL }, { 1, "E&xit", 0, NULL }, { 0, "&Edit", 0, NULL }, { 1, "&Undo\tCtrl+Z", 0, NULL }, { 1, "&Redo\tCtrl+Y", 0, NULL }, { 0, "&View", 0, NULL }, { 1, "Zoom &In\t+", 0, NULL }, { 1, "Zoom &Out\t-", 0, NULL }, { 1, "Zoom To &Fit\tF", 0, NULL }, { 1, NULL, 0, NULL }, { 1, "Dimensions in &Inches", 0, NULL }, { 1, "Dimensions in &Millimeters", 0, NULL }, { 0, "&Sketch", 0, NULL }, { 1, NULL, 0, NULL }, { 1, "To&ggle Construction\tG", 0, NULL }, { 0, "&Constrain", 0, NULL }, { 1, "S&ymmetric\tY", 0, NULL }, { 0, "&Help", 0, NULL }, { 1, "&About\t", 0, NULL }, { -1 }, }; void GraphicsWindow::Init(void) { offset.x = offset.y = offset.z = 0.9; scale = 1; projRight.x = 1; projRight.y = projRight.z = 0; projDown.y = 1; projDown.z = projDown.x = 0; } void GraphicsWindow::NormalizeProjectionVectors(void) { Vector norm = projRight.Cross(projDown); projDown = norm.Cross(projRight); projDown = projDown.ScaledBy(1/projDown.Magnitude()); projRight = projRight.ScaledBy(1/projRight.Magnitude()); } void GraphicsWindow::MouseMoved(double x, double y, bool leftDown, bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown) { if(middleDown) { double dx = (x - orig.mouse.x) / scale; double dy = (y - orig.mouse.y) / scale; if(shiftDown) { offset.x = orig.offset.x + dx*projRight.x + dy*projDown.x; offset.y = orig.offset.y + dx*projRight.y + dy*projDown.y; offset.z = orig.offset.z + dx*projRight.z + dy*projDown.z; } else if(ctrlDown) { double theta = atan2(orig.mouse.y, orig.mouse.x); theta -= atan2(y, x); Vector normal = orig.projRight.Cross(orig.projDown); projRight = orig.projRight.RotatedAbout(normal, theta); projDown = orig.projDown.RotatedAbout(normal, theta); NormalizeProjectionVectors(); } else { double s = 0.3*(PI/180); // degrees per pixel projRight = orig.projRight.RotatedAbout(orig.projDown, -s*dx); projDown = orig.projDown.RotatedAbout(orig.projRight, s*dy); NormalizeProjectionVectors(); orig.projRight = projRight; orig.projDown = projDown; orig.mouse.x = x; orig.mouse.y = y; } Invalidate(); } } void GraphicsWindow::MouseMiddleDown(double x, double y) { orig.offset = offset; orig.projDown = projDown; orig.projRight = projRight; orig.mouse.x = x; orig.mouse.y = y; } void GraphicsWindow::MouseLeftDown(double x, double y) { } void GraphicsWindow::Paint(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScaled(scale*2.0/w, scale*2.0/h, 0); double tx = projRight.Dot(offset); double ty = projDown.Dot(offset); double mat[16]; MakeMatrix(mat, projRight.x, projRight.y, projRight.z, tx, projDown.x, projDown.y, projDown.z, ty, 0, 0, 0, 0, 0, 0, 0, 1); glMultMatrixd(mat); glEnable(GL_DEPTH_TEST); glClearIndex((GLfloat)0); glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLUquadricObj *quadObj; quadObj = gluNewQuadric(); gluQuadricDrawStyle(quadObj, GLU_LINE); gluSphere(quadObj, 300, 4, 4); }