solvespace/textwin.cpp
Jonathan Westhues c4b442f92f Initial work to move text window guts into platform-independent
code. This is now drawn using gl, and the bitmap font (both there
and in the graphics window) is drawn from a texture from a static
table, not from the Win32 functions, since that's ~1000x faster.

So this adds a tool to generate that table. With luck that will
also fix my font issues under WINE, which won't have to render the
TTF itself.

Still needs some cleanup, and to make all the cosmetic improvements
that I want.

[git-p4: depot-paths = "//depot/solvespace/": change = 2130]
2010-04-25 23:52:49 -08:00

429 lines
13 KiB
C++

#include "solvespace.h"
#include <stdarg.h>
const TextWindow::Color TextWindow::fgColors[] = {
{ 'd', RGB(255, 255, 255) },
{ 'l', RGB(100, 100, 255) },
{ 't', RGB(255, 200, 0) },
{ 'h', RGB( 90, 90, 90) },
{ 's', RGB( 40, 255, 40) },
{ 'm', RGB(200, 200, 0) },
{ 'r', RGB( 0, 0, 0) },
{ 'x', RGB(255, 20, 20) },
{ 'i', RGB( 0, 255, 255) },
{ 'g', RGB(160, 160, 160) },
{ 0, 0 },
};
const TextWindow::Color TextWindow::bgColors[] = {
{ 'd', RGB( 0, 0, 0) },
{ 't', RGB( 34, 15, 15) },
{ 'a', RGB( 20, 20, 20) },
{ 'r', RGB(255, 255, 255) },
{ 0, 0 },
};
void TextWindow::MakeColorTable(const Color *in, float *out) {
int i;
for(i = 0; in[i].c != 0; i++) {
int c = in[i].c;
if(c < 0 || c > 255) oops();
out[c*3 + 0] = REDf(in[i].color);
out[c*3 + 1] = GREENf(in[i].color);
out[c*3 + 2] = BLUEf(in[i].color);
}
}
void TextWindow::Init(void) {
ClearSuper();
}
void TextWindow::ClearSuper(void) {
HideTextEditControl();
memset(this, 0, sizeof(*this));
MakeColorTable(fgColors, fgColorTable);
MakeColorTable(bgColors, bgColorTable);
ClearScreen();
Show();
}
void TextWindow::ClearScreen(void) {
int i, j;
for(i = 0; i < MAX_ROWS; i++) {
for(j = 0; j < MAX_COLS; j++) {
text[i][j] = ' ';
meta[i][j].fg = 'd';
meta[i][j].bg = 'd';
meta[i][j].link = NOT_A_LINK;
}
top[i] = i*2;
}
rows = 0;
}
void TextWindow::Printf(bool halfLine, char *fmt, ...) {
va_list vl;
va_start(vl, fmt);
if(rows >= MAX_ROWS) return;
int r, c;
r = rows;
top[r] = (r == 0) ? 0 : (top[r-1] + (halfLine ? 3 : 2));
rows++;
for(c = 0; c < MAX_COLS; c++) {
text[r][c] = ' ';
meta[r][c].link = NOT_A_LINK;
}
int fg = 'd', bg = 'd';
int link = NOT_A_LINK;
DWORD data = 0;
LinkFunction *f = NULL, *h = NULL;
c = 0;
while(*fmt) {
char buf[1024];
if(*fmt == '%') {
fmt++;
if(*fmt == '\0') goto done;
strcpy(buf, "");
switch(*fmt) {
case 'd': {
int v = va_arg(vl, int);
sprintf(buf, "%d", v);
break;
}
case 'x': {
DWORD v = va_arg(vl, DWORD);
sprintf(buf, "%08x", v);
break;
}
case '@': {
double v = va_arg(vl, double);
sprintf(buf, "%.2f", v);
break;
}
case '2': {
double v = va_arg(vl, double);
sprintf(buf, "%s%.2f", v < 0 ? "" : " ", v);
break;
}
case '3': {
double v = va_arg(vl, double);
sprintf(buf, "%s%.3f", v < 0 ? "" : " ", v);
break;
}
case '#': {
double v = va_arg(vl, double);
sprintf(buf, "%.3f", v);
break;
}
case 's': {
char *s = va_arg(vl, char *);
memcpy(buf, s, min(sizeof(buf), strlen(s)+1));
break;
}
case 'c': {
char v = va_arg(vl, char);
sprintf(buf, "%c", v);
break;
}
case 'E':
fg = 'd';
// leave the background, though
link = NOT_A_LINK;
data = 0;
f = NULL;
h = NULL;
break;
case 'F':
case 'B': {
int color;
if(fmt[1] == '\0') goto done;
if(fmt[1] == 'p') {
color = va_arg(vl, int);
} else {
color = fmt[1];
}
if((color < 0 || color > 255) && !(color & 0x80000000)) {
color = 0;
}
if(*fmt == 'F') {
fg = color;
} else {
bg = color;
}
fmt++;
break;
}
case 'L':
if(fmt[1] == '\0') goto done;
fmt++;
if(*fmt == 'p') {
link = va_arg(vl, int);
} else {
link = *fmt;
}
break;
case 'f':
f = va_arg(vl, LinkFunction *);
break;
case 'h':
h = va_arg(vl, LinkFunction *);
break;
case 'D':
data = va_arg(vl, DWORD);
break;
case '%':
strcpy(buf, "%");
break;
}
} else {
buf[0] = *fmt;
buf[1]= '\0';
}
for(unsigned i = 0; i < strlen(buf); i++) {
if(c >= MAX_COLS) goto done;
text[r][c] = buf[i];
meta[r][c].fg = fg;
meta[r][c].bg = bg;
meta[r][c].link = link;
meta[r][c].data = data;
meta[r][c].f = f;
meta[r][c].h = h;
c++;
}
fmt++;
}
while(c < MAX_COLS) {
meta[r][c].fg = fg;
meta[r][c].bg = bg;
c++;
}
done:
va_end(vl);
}
#define gs (SS.GW.gs)
void TextWindow::Show(void) {
if(!(SS.GW.pending.operation)) SS.GW.ClearPending();
SS.GW.GroupSelection();
if(SS.GW.pending.description) {
// A pending operation (that must be completed with the mouse in
// the graphics window) will preempt our usual display.
HideTextEditControl();
ShowHeader(false);
Printf(false, "");
Printf(false, "%s", SS.GW.pending.description);
Printf(true, "%Fl%f%Ll(cancel operation)%E",
&TextWindow::ScreenUnselectAll);
} else if((gs.n > 0 || gs.constraints > 0) &&
shown.screen != SCREEN_PASTE_TRANSFORMED)
{
if(edit.meaning != EDIT_TTF_TEXT) HideTextEditControl();
ShowHeader(false);
DescribeSelection();
} else {
if(edit.meaning == EDIT_TTF_TEXT) HideTextEditControl();
ShowHeader(true);
switch(shown.screen) {
default:
shown.screen = SCREEN_LIST_OF_GROUPS;
// fall through
case SCREEN_LIST_OF_GROUPS: ShowListOfGroups(); break;
case SCREEN_GROUP_INFO: ShowGroupInfo(); break;
case SCREEN_GROUP_SOLVE_INFO: ShowGroupSolveInfo(); break;
case SCREEN_CONFIGURATION: ShowConfiguration(); break;
case SCREEN_STEP_DIMENSION: ShowStepDimension(); break;
case SCREEN_LIST_OF_STYLES: ShowListOfStyles(); break;
case SCREEN_STYLE_INFO: ShowStyleInfo(); break;
case SCREEN_PASTE_TRANSFORMED: ShowPasteTransformed(); break;
case SCREEN_EDIT_VIEW: ShowEditView(); break;
}
}
Printf(false, "");
InvalidateText();
}
void TextWindow::Paint(int width, int height) {
// We would like things pixel-exact, to avoid shimmering.
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glColor3d(1, 1, 1);
glTranslated(-1, 1, 0);
glScaled(2.0/width, -2.0/height, 1);
glTranslated(0, 0, 0);
halfRows = height / (LINE_HEIGHT/2);
int bottom = SS.TW.top[SS.TW.rows-1] + 2;
scrollPos = min(scrollPos, bottom - halfRows);
scrollPos = max(scrollPos, 0);
// Let's set up the scroll bar first
MoveTextScrollbarTo(scrollPos, SS.TW.top[SS.TW.rows - 1] + 1, halfRows);
// Create the bitmap font that we're going to use.
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
// Now paint the window.
int r, c, a;
for(a = 0; a < 3; a++) {
if(a == 0) {
glBegin(GL_QUADS);
} else if(a == 1) {
glEnable(GL_TEXTURE_2D);
glxCreateBitmapFont();
glBegin(GL_QUADS);
} else {
glBegin(GL_LINES);
}
for(r = 0; r < SS.TW.rows; r++) {
int top = SS.TW.top[r];
if(top < (scrollPos-1)) continue;
if(top > scrollPos+halfRows) break;
for(c = 0; c < min((width/CHAR_WIDTH)+1, SS.TW.MAX_COLS); c++) {
int x = LEFT_MARGIN + c*CHAR_WIDTH;
int y = (top-scrollPos)*(LINE_HEIGHT/2) + 2;
int fg = SS.TW.meta[r][c].fg;
int bg = SS.TW.meta[r][c].bg;
// On the first pass, all the background quads; on the next
// pass, all the foreground (i.e., font) quads.
if(a == 0) {
int bh = LINE_HEIGHT, adj = 0;
if(bg & 0x80000000) {
glColor3f(REDf(bg), GREENf(bg), BLUEf(bg));
bh = CHAR_HEIGHT;
adj = 2;
} else {
glColor3fv(&(bgColorTable[bg*3]));
}
if(!(bg == 'd')) {
// Move the quad down a bit, so that the descenders
// still have the correct background.
y += adj;
glBegin(GL_QUADS);
glVertex2d(x, y);
glVertex2d(x + CHAR_WIDTH, y);
glVertex2d(x + CHAR_WIDTH, y + bh);
glVertex2d(x, y + bh);
glEnd();
y -= adj;
}
} else if(a == 1) {
glColor3fv(&(fgColorTable[fg*3]));
glxBitmapCharQuad(SS.TW.text[r][c], x, y + CHAR_HEIGHT);
} else {
if(SS.TW.meta[r][c].link && SS.TW.meta[r][c].link != 'n') {
glColor3fv(&(fgColorTable[fg*3]));
y += CHAR_HEIGHT + 1;
glVertex2d(x, y);
glVertex2d(x + CHAR_WIDTH, y);
}
}
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
}
void TextWindow::MouseEvent(bool leftClick, double x, double y) {
if(TextEditControlIsVisible() || GraphicsEditControlIsVisible()) {
if(leftClick) {
HideTextEditControl();
HideGraphicsEditControl();
} else {
SetMousePointerToHand(false);
}
return;
}
GraphicsWindow::Selection ps = SS.GW.hover;
SS.GW.hover.Clear();
// Find the corresponding character in the text buffer
int c = (int)((x - LEFT_MARGIN) / CHAR_WIDTH);
int hh = (LINE_HEIGHT)/2;
y += scrollPos*hh;
int r;
for(r = 0; r < SS.TW.rows; r++) {
if(y >= SS.TW.top[r]*hh && y <= (SS.TW.top[r]+2)*hh) {
break;
}
}
if(r >= SS.TW.rows) {
SetMousePointerToHand(false);
goto done;
}
#define META (SS.TW.meta[r][c])
if(leftClick) {
if(META.link && META.f) {
(META.f)(META.link, META.data);
SS.TW.Show();
InvalidateGraphics();
}
} else {
if(META.link) {
SetMousePointerToHand(true);
if(META.h) {
(META.h)(META.link, META.data);
}
} else {
SetMousePointerToHand(false);
}
}
done:
if(!ps.Equals(&(SS.GW.hover))) {
InvalidateGraphics();
}
}
void TextWindow::ScrollbarEvent(int newPos) {
int bottom = SS.TW.top[SS.TW.rows-1] + 2;
newPos = min(newPos, bottom - halfRows);
newPos = max(newPos, 0);
if(newPos != scrollPos) {
scrollPos = newPos;
MoveTextScrollbarTo(scrollPos, SS.TW.top[SS.TW.rows - 1] + 1, halfRows);
if(TextEditControlIsVisible()) {
extern int TextEditControlCol, TextEditControlHalfRow;
ShowTextEditControl(
TextEditControlHalfRow, TextEditControlCol, NULL);
}
InvalidateText();
}
}