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flightgear/src/GUI/CanvasWidget.cxx
James Turner c035b3e9e3 Better fix for Canvas-in-PUI compositing
This seems to work everywhere, let’s try it.
2018-01-28 16:10:18 +00:00

215 lines
6.5 KiB
C++

// Airports forward declarations
//
// Copyright (C) 2012 Thomas Geymayer <tomgey@gmail.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include <config.h>
#include "CanvasWidget.hxx"
#include <Canvas/canvas_mgr.hxx>
#include <Main/fg_os.hxx> // fgGetKeyModifiers()
#include <Scripting/NasalSys.hxx>
#include <simgear/canvas/Canvas.hxx>
#include <simgear/canvas/events/MouseEvent.hxx>
//------------------------------------------------------------------------------
CanvasWidget::CanvasWidget( int x, int y,
int width, int height,
SGPropertyNode* props,
const std::string& module ):
puObject(x, y, width, height),
_canvas_mgr(globals->get_subsystem<CanvasMgr>()),
_last_x(0),
_last_y(0),
// automatically resize viewport of canvas if no size is given
_auto_viewport( !props->hasChild("view") )
{
if( !_canvas_mgr )
{
SG_LOG(SG_GENERAL, SG_ALERT, "CanvasWidget: failed to get canvas manager!");
return;
}
_canvas = _canvas_mgr->createCanvas
(
props->getStringValue("name", "gui-anonymous")
);
int view[2] = {
// Get canvas viewport size. If not specified use the widget dimensions
props->getIntValue("view[0]", width),
props->getIntValue("view[1]", height)
};
SGPropertyNode* cprops = _canvas->getProps();
cprops->setIntValue("size[0]", view[0] * 2); // use higher resolution
cprops->setIntValue("size[1]", view[1] * 2); // for antialias
cprops->setIntValue("view[0]", view[0]);
cprops->setIntValue("view[1]", view[1]);
cprops->setBoolValue("render-always", true);
cprops->setStringValue( "name",
props->getStringValue("name", "gui-anonymous") );
SGPropertyNode *nasal = props->getNode("nasal");
if( !nasal )
return;
FGNasalSys *nas = globals->get_subsystem<FGNasalSys>();
if( !nas )
SG_LOG( SG_GENERAL,
SG_ALERT,
"CanvasWidget: Failed to get nasal subsystem!" );
const std::string file = std::string("__canvas:")
+ cprops->getStringValue("name");
SGPropertyNode *load = nasal->getNode("load");
if( load )
{
const char *s = load->getStringValue();
nas->handleCommand(module.c_str(), file.c_str(), s, cprops);
}
}
//------------------------------------------------------------------------------
CanvasWidget::~CanvasWidget()
{
if( _canvas )
_canvas->destroy();
}
// Old versions of PUI are missing this defines...
#ifndef PU_SCROLL_UP_BUTTON
# define PU_SCROLL_UP_BUTTON 3
#endif
#ifndef PU_SCROLL_DOWN_BUTTON
# define PU_SCROLL_DOWN_BUTTON 4
#endif
//------------------------------------------------------------------------------
void CanvasWidget::doHit(int button, int updown, int x, int y)
{
puObject::doHit(button, updown, x, y);
// CTRL allows resizing and SHIFT allows moving the window
if( fgGetKeyModifiers() & (KEYMOD_CTRL | KEYMOD_SHIFT) )
return;
namespace sc = simgear::canvas;
sc::MouseEventPtr event(new sc::MouseEvent);
if( !_time )
_time = globals->get_props()->getNode("/sim/time/elapsed-sec");
event->time = _time->getDoubleValue();
if( !_view_height )
_view_height = globals->get_props()->getNode("/sim/gui/canvas/size[1]");
event->screen_pos.set(x, _view_height->getIntValue() - y);
event->client_pos.set(x - abox.min[0], abox.max[1] - y);
event->delta.set( event->getScreenX() - _last_x,
event->getScreenY() - _last_y );
_last_x = event->getScreenX();
_last_y = event->getScreenY();
switch( button )
{
case PU_LEFT_BUTTON:
case PU_MIDDLE_BUTTON:
case PU_RIGHT_BUTTON:
event->button = button;
break;
case PU_SCROLL_UP_BUTTON:
case PU_SCROLL_DOWN_BUTTON:
// Only let PU_DOWN trigger a scroll wheel event
if( updown != PU_DOWN )
return;
event->type = sc::Event::WHEEL;
event->delta.y() = button == PU_SCROLL_UP_BUTTON ? 1 : -1;
_canvas->handleMouseEvent(event);
return;
default:
SG_LOG(SG_INPUT, SG_WARN, "CanvasWidget: Unknown button: " << button);
return;
}
switch( updown )
{
case PU_DOWN:
event->type = sc::Event::MOUSE_DOWN;
puSetActiveWidget(this, x, y);
break;
case PU_UP:
event->type = sc::Event::MOUSE_UP;
puDeactivateWidget();
break;
case PU_DRAG:
event->type = sc::Event::DRAG;
break;
default:
SG_LOG(SG_INPUT, SG_WARN, "CanvasWidget: Unknown updown: " << updown);
return;
}
_canvas->handleMouseEvent(event);
}
//------------------------------------------------------------------------------
int CanvasWidget::checkKey(int key, int updown)
{
return puObject::checkKey(key, updown);
}
//------------------------------------------------------------------------------
void CanvasWidget::setSize(int w, int h)
{
puObject::setSize(w, h);
if( _auto_viewport )
{
_canvas->getProps()->setIntValue("view[0]", w);
_canvas->getProps()->setIntValue("view[1]", h);
}
}
//------------------------------------------------------------------------------
void CanvasWidget::draw(int dx, int dy)
{
glEnable(GL_TEXTURE_2D);
// prevent alpha values in the Canvas texture ending up in the PUI
// compositing FBO. While that would ideally be a feature, it didn't
// use to work, so Canvas users don't do a default opaque fill.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glBindTexture(GL_TEXTURE_2D, _canvas_mgr->getCanvasTexId(_canvas));
glBegin( GL_QUADS );
glColor4f(1,1,1, 1.0f);
glTexCoord2f(0,0); glVertex2f(dx + abox.min[0], dy + abox.min[1]);
glTexCoord2f(1,0); glVertex2f(dx + abox.max[0], dy + abox.min[1]);
glTexCoord2f(1,1); glVertex2f(dx + abox.max[0], dy + abox.max[1]);
glTexCoord2f(0,1); glVertex2f(dx + abox.min[0], dy + abox.max[1]);
glEnd();
glDisable(GL_TEXTURE_2D);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}