mirror of https://github.com/odrling/Aegisub
225 lines
6.0 KiB
C++
225 lines
6.0 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:zeratul@cellosoft.com
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//
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#pragma once
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///////////
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// Headers
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#include "visual_tool_rotatexy.h"
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#include "subs_grid.h"
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#include "subs_edit_box.h"
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#include "ass_file.h"
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#include "ass_dialogue.h"
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#include "utils.h"
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///////////////
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// Constructor
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VisualToolRotateXY::VisualToolRotateXY(VideoDisplay *_parent)
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: VisualTool(_parent)
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{
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_parent->ShowCursor(false);
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}
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//////////
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// Update
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void VisualToolRotateXY::Update() {
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// Render parent
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GetParent()->Render();
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}
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////////
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// Draw
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void VisualToolRotateXY::Draw() {
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// Get line to draw
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AssDialogue *line = GetActiveDialogueLine();
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if (!line) return;
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// Pivot coordinates
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int dx=0,dy=0;
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GetLinePosition(line,dx,dy,orgx,orgy);
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dx = orgx;
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dy = orgy;
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// Rotation
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float rx,ry;
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GetLineRotation(line,rx,ry,rz);
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if (line == curDiag) {
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rx = curAngleX;
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ry = curAngleY;
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}
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// Set colours
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SetLineColour(colour[0]);
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SetFillColour(colour[1],0.3f);
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// Draw pivot
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DrawCircle(dx,dy,7);
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DrawLine(dx,dy-16,dx,dy+16);
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DrawLine(dx-16,dy,dx+16,dy);
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// Transform grid
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(dx,dy,0.0f);
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float matrix[16] = { 2500, 0, 0, 0, 0, 2500, 0, 0, 0, 0, 1, 1, 0, 0, 2500, 2500 };
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glMultMatrixf(matrix);
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glScalef(1.0f,1.0f,8.0f);
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if (ry != 0.0f) glRotatef(ry,0.0f,-1.0f,0.0f);
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if (rx != 0.0f) glRotatef(rx,-1.0f,0.0f,0.0f);
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if (rz != 0.0f) glRotatef(rz,0.0f,0.0f,-1.0f);
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// Draw grid
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glShadeModel(GL_SMOOTH);
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SetLineColour(colour[0],0.5f,1);
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SetModeLine();
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float r = colour[0].Red()/255.0f;
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float g = colour[0].Green()/255.0f;
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float b = colour[0].Blue()/255.0f;
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glBegin(GL_LINES);
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for (int i=0;i<11;i++) {
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float a = 1.0f - abs(i-5)*0.18f;
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int pos = 20*(i-5);
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glColor4f(r,g,b,0.0f);
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glVertex2i(pos,120);
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glColor4f(r,g,b,a);
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glVertex2i(pos,0);
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glVertex2i(pos,0);
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glColor4f(r,g,b,0.0f);
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glVertex2i(pos,-120);
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glVertex2i(120,pos);
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glColor4f(r,g,b,a);
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glVertex2i(0,pos);
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glVertex2i(0,pos);
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glColor4f(r,g,b,0.0f);
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glVertex2i(-120,pos);
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}
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glEnd();
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// Draw vectors
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SetLineColour(colour[3],1.0f,2);
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SetModeLine();
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glBegin(GL_LINES);
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glVertex3f(0.0f,0.0f,0.0f);
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glVertex3f(50.0f,0.0f,0.0f);
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glVertex3f(0.0f,0.0f,0.0f);
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glVertex3f(0.0f,50.0f,0.0f);
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glVertex3f(0.0f,0.0f,0.0f);
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glVertex3f(0.0f,0.0f,50.0f);
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glEnd();
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// Draw arrow tops
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(60.0f,0.0f,0.0f);
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glVertex3f(50.0f,-3.0f,-3.0f);
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glVertex3f(50.0f,3.0f,-3.0f);
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glVertex3f(50.0f,3.0f,3.0f);
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glVertex3f(50.0f,-3.0f,3.0f);
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glVertex3f(50.0f,-3.0f,-3.0f);
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(0.0f,60.0f,0.0f);
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glVertex3f(-3.0f,50.0f,-3.0f);
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glVertex3f(3.0f,50.0f,-3.0f);
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glVertex3f(3.0f,50.0f,3.0f);
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glVertex3f(-3.0f,50.0f,3.0f);
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glVertex3f(-3.0f,50.0f,-3.0f);
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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glVertex3f(0.0f,0.0f,60.0f);
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glVertex3f(-3.0f,-3.0f,50.0f);
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glVertex3f(3.0f,-3.0f,50.0f);
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glVertex3f(3.0f,3.0f,50.0f);
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glVertex3f(-3.0f,3.0f,50.0f);
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glVertex3f(-3.0f,-3.0f,50.0f);
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glEnd();
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// Restore gl's state
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glPopMatrix();
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glShadeModel(GL_FLAT);
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}
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/////////////////
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// Start holding
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void VisualToolRotateXY::InitializeHold() {
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GetLinePosition(curDiag,odx,ody,orgx,orgy);
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GetLineRotation(curDiag,origAngleX,origAngleY,rz);
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startAngleX = (orgy-mouseY*sh/h)*2.0;
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startAngleY = (mouseX*sw/w-orgx)*2.0;
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curAngleX = origAngleX;
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curAngleY = origAngleY;
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curDiag->StripTag(_T("\\frx"));
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curDiag->StripTag(_T("\\fry"));
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}
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///////////////
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// Update hold
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void VisualToolRotateXY::UpdateHold() {
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// Find screen angles
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float screenAngleX = (orgy-mouseY*sh/h)*2.0;
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float screenAngleY = (mouseX*sw/w-orgx)*2.0;
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// Calculate
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curAngleX = screenAngleX - startAngleX + origAngleX;
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curAngleY = screenAngleY - startAngleY + origAngleY;
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while (curAngleX < 0.0) curAngleX += 360.0;
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while (curAngleX >= 360.0) curAngleX -= 360.0;
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while (curAngleY < 0.0) curAngleY += 360.0;
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while (curAngleY >= 360.0) curAngleY -= 360.0;
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// Oh Snap
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if (shiftDown) {
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curAngleX = (float)((int)((curAngleX+15.0f)/30.0f))*30.0f;
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curAngleY = (float)((int)((curAngleY+15.0f)/30.0f))*30.0f;
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if (curAngleX == 360.0f) curAngleX = 0.0f;
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if (curAngleY == 360.0f) curAngleX = 0.0f;
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}
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}
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///////////////
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// Commit hold
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void VisualToolRotateXY::CommitHold() {
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SetOverride(_T("\\frx"),PrettyFloat(wxString::Format(_T("(%0.3f)"),curAngleX)));
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SetOverride(_T("\\fry"),PrettyFloat(wxString::Format(_T("(%0.3f)"),curAngleY)));
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}
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