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266 lines
7.5 KiB
266 lines
7.5 KiB
/******************************Module*Header*******************************\
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* Module Name: dlgdraw.c
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*
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* For gl drawing in dialog boxes
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*
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* Created: 12-06-95 -by- Marc Fortier [marcfo]
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*
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* Copyright (c) 1995 Microsoft Corporation
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\**************************************************************************/
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#include <windows.h>
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#include <commdlg.h>
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#include <scrnsave.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <malloc.h>
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#include "ssintrnl.hxx"
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#include "dlgdraw.hxx"
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// Define this if want each TEX_BUTTON to be a separate window. This is
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// necessary if the main dialog window has WS_CLIP_CHILDREN, but so far this
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// doesn't seem to be the case.
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//#define SS_MULTIWINDOW 1
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static void CalcGLViewport( HWND hwndParent, HWND hwndChild, IPOINT2D *pOrigin, ISIZE *pSize );
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//materials for varying intensities
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enum{
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MAT_INTENSITY_LOW = 0,
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MAT_INTENSITY_MID,
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MAT_INTENSITY_HIGH,
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MAT_COUNT
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};
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MATERIAL gMat[MAT_COUNT] = {
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{{0.3f, 0.3f, 0.3f}, {0.6f, 0.6f, 0.6f}, {0.2f, 0.2f, 0.2f}, 0.3f },
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{{0.2f, 0.2f, 0.2f}, {0.8f, 0.8f, 0.8f}, {0.2f, 0.2f, 0.2f}, 0.3f },
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{{0.2f, 0.2f, 0.2f}, {1.0f, 1.0f, 1.0f}, {0.2f, 0.2f, 0.2f}, 0.3f }
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};
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float colorBlack[3] = {0.0f, 0.0f, 0.0f};
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/**************************************************************************\
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* SS_TEX_BUTTON constructor
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*
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* This allows drawing GL textures on a button
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*
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* For optimum performance, GL is configured on the main dialog window, and
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* 'viewported' to the button.
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* Defining SS_MULTIWINDOW results in the texture being drawn in the actual
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* button window.
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*
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* Note: this only works for buttons on the main dialog window for now.
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\**************************************************************************/
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SS_TEX_BUTTON::SS_TEX_BUTTON( HWND hDlg, HWND hDlgBtn )
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{
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PSSW psswParent = gpss->sswTable.PsswFromHwnd( hDlg );
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SS_ASSERT( psswParent, "SS_TEX_BUTTON constructor: NULL psswParent\n" );
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// The parent needs to have an hrc context, since we will be using it
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// for drawing.
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SS_GL_CONFIG GLc = { 0, 0, NULL };
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if( !psswParent->ConfigureForGL( &GLc ) ) {
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SS_WARNING( "SS_TEX_BUTTON constructor: ConfigureForGL failed\n" );
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return;
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}
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#ifdef SS_MULTIWINDOW
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// Each button is a separate GL window, using its parents hrc
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pssw = new SSW( psswParent, hDlgBtn );
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SS_ASSERT( pssw, "SS_TEX_BUTTON constructor: pssw alloc failure\n" );
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// Configure the pssw for GL
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GLc.pfFlags = 0;
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GLc.hrc = psswParent->GetHRC();
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GLc.pStretch = NULL;
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if( ! pssw->ConfigureForGL( &GLc ) ) {
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SS_WARNING( "SS_TEX_BUTTON constructor: ConfigureForGL failed\n" );
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return;
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}
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#else
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// Make the button a 'subwindow' of the parent
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pssw = NULL;
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// Calculate the viewport to draw to
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CalcGLViewport( hDlg, hDlgBtn, &origin, &size );
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#endif
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// Init various GL stuff
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InitGL();
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pCurTex = NULL;
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bEnabled = TRUE;
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}
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/**************************************************************************\
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* SS_TEX_BUTTON destructor
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*
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\**************************************************************************/
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SS_TEX_BUTTON::~SS_TEX_BUTTON()
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{
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if( pssw )
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delete pssw;
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}
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/**************************************************************************\
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* InitGL
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*
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\**************************************************************************/
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void
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SS_TEX_BUTTON::InitGL()
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{
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float ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
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float diffuse[] = {0.7f, 0.7f, 0.7f, 1.0f};
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float position[] = {0.0f, 0.0f, -150.0f, 1.0f};
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float lmodel_ambient[] = {1.0f, 1.0f, 1.0f, 1.0f};
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MATERIAL *pMat;
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// lighting, for intensity levels
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glEnable(GL_LIGHT0);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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glCullFace( GL_BACK );
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glEnable(GL_CULL_FACE);
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glFrontFace( GL_CW );
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glShadeModel( GL_FLAT );
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glColor3f( 1.0f, 1.0f, 1.0f );
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gluOrtho2D( -1.0, 1.0, -1.0, 1.0 );
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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/**************************************************************************\
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* SetTexture
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*
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* Set a current texture for the button
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*
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* Note this is a pointer to a texture, so any texture memory management is
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* done by the caller.
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\**************************************************************************/
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void
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SS_TEX_BUTTON::SetTexture( TEXTURE *pTex )
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{
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pCurTex = pTex;
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}
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/**************************************************************************\
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* Draw
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*
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\**************************************************************************/
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void
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SS_TEX_BUTTON::Draw( TEXTURE *pTex )
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{
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if( pTex != NULL ) {
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glEnable(GL_TEXTURE_2D);
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ss_SetTexture( pTex ); // doesn't look at iPalRot yet
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// Set the texture palette if it exists
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if( pTex->pal && pTex->iPalRot )
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ss_SetTexturePalette( pTex, pTex->iPalRot );
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}
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// else white rectangle will be drawn
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if( bEnabled )
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intensity = DLG_INTENSITY_HIGH;
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else
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intensity = DLG_INTENSITY_LOW;
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switch( intensity ) {
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case DLG_INTENSITY_LOW:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_LIGHTING);
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glColor3f( 0.5f, 0.5f, 0.5f );
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break;
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case DLG_INTENSITY_MID:
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_LIGHTING);
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glColor3f( 0.7f, 0.7f, 0.7f );
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break;
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case DLG_INTENSITY_HIGH:
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default:
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glColor3f( 1.0f, 1.0f, 1.0f );
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glDisable(GL_LIGHTING);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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}
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// Set the viewport
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#ifdef SS_MULTIWINDOW
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glViewport( 0, 0, pssw->size.width, pssw->size.height );
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#else
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glViewport( origin.x, origin.y, size.width, size.height );
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#endif
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0f, 1.0f );
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glVertex2f( -1.0f, 1.0f );
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glTexCoord2f( 1.0f, 1.0f );
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glVertex2f( 1.0f, 1.0f );
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glTexCoord2f( 1.0f, 0.0f );
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glVertex2f( 1.0f, -1.0f );
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glTexCoord2f( 0.0f, 0.0f );
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glVertex2f( -1.0f, -1.0f );
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glEnd();
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glDisable( GL_TEXTURE_2D);
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glFlush();
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}
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void
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SS_TEX_BUTTON::Draw()
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{
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Draw( pCurTex );
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}
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/**************************************************************************\
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* CalcGLViewport
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*
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* Calculate viewport for the child window
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*
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\**************************************************************************/
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static void
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CalcGLViewport( HWND hwndParent, HWND hwndChild, IPOINT2D *pOrigin, ISIZE *pSize )
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{
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RECT childRect, parentRect;
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// Get size of the child window
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GetClientRect( hwndChild, &childRect );
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pSize->width = childRect.right;
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pSize->height = childRect.bottom;
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// Calc origin of the child window wrt its parents client area
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// Note that the y-coord must be inverted for GL
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// Map the child client rect to the parent client coords
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MapWindowPoints( hwndChild, hwndParent, (POINT *) &childRect, 2 );
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pOrigin->x = childRect.left;
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// invert y coord
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GetClientRect( hwndParent, &parentRect );
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pOrigin->y = parentRect.bottom - childRect.bottom;
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}
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