389 lines
10 KiB
C++
389 lines
10 KiB
C++
#include "GL/glui.h"
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/****************************** GLUI_TreePanel::GLUI_TreePanel() *********/
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GLUI_TreePanel::GLUI_TreePanel(GLUI_Node *parent, const char *name,
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bool open, int inset)
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{
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common_init();
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set_name( name );
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user_id = -1;
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if ( !open ) {
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is_open = false;
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h = GLUI_DEFAULT_CONTROL_HEIGHT + 7;
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}
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parent->add_control( this );
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}
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/****************************** GLUI_TreePanel::set_color() *********/
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void GLUI_TreePanel::set_color(float r, float g, float b)
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{
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red = r;
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green = g;
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blue = b;
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redraw();
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}
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/************************ GLUI_TreePanel::set_level_color() *********/
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void GLUI_TreePanel::set_level_color(float r, float g, float b)
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{
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lred = r;
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lgreen = g;
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lblue = b;
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redraw();
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}
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/****************************** GLUI_TreePanel::ab() *********/
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/* Adds branch to curr_root */
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GLUI_Tree *GLUI_TreePanel::ab(const char *name, GLUI_Tree *root)
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{
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GLUI_Tree *temp;
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if (root != NULL) {
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resetToRoot(root);
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}
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temp = new GLUI_Tree(curr_root, name);
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initNode(temp);
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formatNode(temp);
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curr_root = temp;
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curr_branch = NULL; /* Currently at leaf */
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if (temp->dynamicCastGLUI_Tree())
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((GLUI_Tree *)temp)->set_current(true);
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//refresh();
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// glui->deactivate_current_control();
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//glui->activate_control( temp, GLUI_ACTIVATE_TAB );
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return temp;
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}
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/****************************** GLUI_TreePanel::fb() *********/
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/* Goes up one level, resets curr_root and curr_branch to parents*/
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void GLUI_TreePanel::fb(GLUI_Tree *branch)
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{
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if (((GLUI_Panel *)branch) == ((GLUI_Panel *)this))
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return;
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if (((GLUI_Panel *)curr_branch) == ((GLUI_Panel *)this)) {
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resetToRoot();
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return;
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}
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if (((GLUI_Panel *)curr_root) == ((GLUI_Panel *)this)) {
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resetToRoot();
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return;
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}
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if (branch != NULL) {
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if ( branch->dynamicCastGLUI_Tree() )
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((GLUI_Tree *)branch)->set_current(false);
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curr_branch = (GLUI_Tree *)branch->next();
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curr_root = (GLUI_Panel *)branch->parent();
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if (curr_branch == NULL && (curr_root->collapsed_node).first_child() != NULL)
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curr_branch = (GLUI_Tree *)(curr_root->collapsed_node).first_child();
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if ( curr_root->dynamicCastGLUI_Tree() )
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((GLUI_Tree *)curr_root)->set_current(true);
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} else {
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if (curr_root != NULL) { /* up one parent */
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree *)curr_root)->set_current(false);
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curr_branch = (GLUI_Tree *) curr_root->next();
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curr_root = (GLUI_Panel *) curr_root->parent();
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if (curr_branch == NULL && (curr_root->collapsed_node).first_child() != NULL)
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curr_branch = (GLUI_Tree *)(curr_root->collapsed_node).first_child();
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree *)curr_root)->set_current(true);
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}
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}
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//refresh();
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}
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/****************************** GLUI_TreePanel::refresh() *********/
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void GLUI_TreePanel::refresh()
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{
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glui->deactivate_current_control();
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glui->activate_control( curr_root, GLUI_ACTIVATE_TAB );
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redraw();
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}
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/****************************** GLUI_TreePanel::initNode() *********/
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void GLUI_TreePanel::initNode(GLUI_Tree *temp)
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{
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if (temp == NULL)
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return;
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int level = temp->get_level();
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int child_number = 1;
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GLUI_Tree *ptree = temp->parent()->dynamicCastGLUI_Tree();
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if (ptree) {
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level = ptree->get_level() + 1;
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GLUI_Tree *prevTree = temp->prev()->dynamicCastGLUI_Tree();
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if (prevTree) {
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child_number = prevTree->get_child_number() + 1;
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}
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} else if (temp->dynamicCastGLUI_Tree() &&
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temp->parent()->dynamicCastGLUI_TreePanel()) {
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child_number = ++root_children;
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}
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temp->set_id(uniqueID()); // -1 if unset
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temp->set_level(level);
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temp->set_child_number(child_number);
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}
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/****************************** GLUI_TreePanel::formatNode() *********/
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void GLUI_TreePanel::formatNode(GLUI_Tree *temp)
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{
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if (temp == NULL)
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return;
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int level = temp->get_level();
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int child_number = temp->get_child_number();
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GLUI_String level_name="";
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GLUI_String full_name="";
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temp->level_name == "";
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if (format & GLUI_TREEPANEL_DISPLAY_HIERARCHY) {
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if (format & GLUI_TREEPANEL_HIERARCHY_LEVEL_ONLY) {
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glui_format_str(level_name, "%d", level);
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}
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if (format & GLUI_TREEPANEL_HIERARCHY_NUMERICDOT) {
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if ( temp->parent()->dynamicCastGLUI_Tree() )
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glui_format_str(level_name, "%s.%d",
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((GLUI_Tree *)(temp->parent()))->level_name.c_str(),
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child_number);
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else
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glui_format_str(level_name, "%d", child_number);
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}
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}
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temp->set_level_color(lred, lgreen, lblue);
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temp->set_format(format);
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temp->level_name = level_name;
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if (format & GLUI_TREEPANEL_ALTERNATE_COLOR) {
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switch (level%8) {
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case (7): temp->set_color(.5,.5,.5); break;
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case (6): temp->set_color(.3,.5,.5); break;
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case (5): temp->set_color(.5,.3,.5); break;
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case (4): temp->set_color(.3,.3,.5); break;
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case (3): temp->set_color(.5,.5,.3); break;
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case (2): temp->set_color(.3,.5,.3); break;
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case (1): temp->set_color(.5,.3,.3); break;
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default: temp->set_color(.3,.3,.3);
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}
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} else {
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temp->set_color(red,green,blue);
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}
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if (format & GLUI_TREEPANEL_DISABLE_BAR) {
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temp->disable_bar();
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} else {
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if (format & GLUI_TREEPANEL_DISABLE_DEEPEST_BAR) {
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temp->disable_bar();
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if ( curr_root->dynamicCastGLUI_Tree() )
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((GLUI_Tree *)curr_root)->enable_bar();
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} else
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if (format & GLUI_TREEPANEL_CONNECT_CHILDREN_ONLY) {
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temp->disable_bar();
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if (temp->prev() && temp->prev()->dynamicCastGLUI_Tree() )
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{
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((GLUI_Tree *)temp->prev())->enable_bar();
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}
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}
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}
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}
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/****************************** GLUI_TreePanel::update_all() *********/
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void GLUI_TreePanel::update_all()
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{
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printf("GLUI_TreePanel::update_all() doesn't work yet. - JVK\n");
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return;
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GLUI_Panel *saved_root = curr_root;
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GLUI_Tree *saved_branch = curr_branch;
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root_children = 0;
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resetToRoot(this);
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if (curr_branch && curr_branch->dynamicCastGLUI_Tree())
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formatNode((GLUI_Tree *)curr_branch);
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next();
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while (curr_root && curr_branch != this->first_child()) {
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if (curr_branch && curr_branch->dynamicCastGLUI_Tree()) {
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formatNode((GLUI_Tree *)curr_branch);
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}
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next();
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}
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curr_root = saved_root;
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curr_branch = saved_branch;
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}
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/****************************** GLUI_TreePanel::expand_all() *********/
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void GLUI_TreePanel::expand_all()
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{
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GLUI_Panel *saved_root = curr_root;
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GLUI_Tree *saved_branch = curr_branch;
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resetToRoot(this);
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree*)curr_root)->open();
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next();
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while (curr_root != NULL && curr_branch != this->first_child()) {
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree*)curr_root)->open();
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next();
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}
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curr_root = saved_root;
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curr_branch = saved_branch;
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}
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/****************************** GLUI_TreePanel::collapse_all() *********/
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void GLUI_TreePanel::collapse_all()
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{
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GLUI_Panel *saved_root = curr_root;
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GLUI_Tree *saved_branch = curr_branch;
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resetToRoot(this);
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next();
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while (curr_root != NULL && curr_branch != this->first_child()) {
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if (curr_root->dynamicCastGLUI_Tree() &&
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curr_branch == NULL) { /* we want to close everything leaf-first */
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((GLUI_Tree*)curr_root)->close();
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/* Rather than simply next(), we need to manually move the
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curr_root because this node has been moved to the
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collapsed_node list */
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curr_branch = (GLUI_Tree *)curr_root->next();
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curr_root = (GLUI_Panel *)curr_root->parent();
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} else
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next();
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}
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curr_root = saved_root;
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curr_branch = saved_branch;
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}
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/****************************** GLUI_TreePanel::db() *********/
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/* Deletes the curr_root */
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void GLUI_TreePanel::db(GLUI_Tree *root)
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{
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GLUI_Tree *temp_branch;
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GLUI_Panel *temp_root;
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if (((GLUI_Control *)root) == ((GLUI_Control *)this))
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return;
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if (root != NULL) {
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curr_root = (GLUI_Tree *)root;
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curr_branch = NULL;
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}
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if (curr_root == NULL || ((GLUI_Panel *)curr_root) == ((GLUI_Panel *)this)) {
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resetToRoot();
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return;
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}
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temp_branch = (GLUI_Tree *)curr_root->next(); /* Next branch, if any */
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temp_root = (GLUI_Panel *)curr_root->parent(); /* new root */
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curr_root->unlink();
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delete curr_root;
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curr_branch = (GLUI_Tree *) temp_branch;
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curr_root = (GLUI_Panel *) temp_root;
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree *)curr_root)->open();
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if ((format & GLUI_TREEPANEL_DISABLE_DEEPEST_BAR) == GLUI_TREEPANEL_DISABLE_DEEPEST_BAR) {
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if (curr_root->dynamicCastGLUI_Tree() && ((GLUI_Tree *)curr_root->next()) == NULL)
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((GLUI_Tree *)curr_root)->disable_bar();
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}
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//refresh();
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}
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/****************************** GLUI_TreePanel::descendBranch() *********/
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/* Finds the very last branch of curr_root, resets vars */
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void GLUI_TreePanel::descendBranch(GLUI_Panel *root) {
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if (root)
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resetToRoot(root);
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else
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resetToRoot(curr_root);
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if (curr_branch != NULL && curr_branch != ((GLUI_Panel *)this)) {
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree *)curr_root)->set_current(false);
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descendBranch(curr_branch);
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}
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}
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/****************************** GLUI_TreePanel::next() *********/
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void GLUI_TreePanel::next()
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{
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if (curr_root == NULL)
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resetToRoot(this);
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if (curr_branch == NULL && (curr_root->collapsed_node).first_child() != NULL)
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curr_branch = (GLUI_Tree *)(curr_root->collapsed_node).first_child();
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if (curr_branch != NULL && curr_branch != ((GLUI_Panel *)this)) { /* Descend into branch */
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree *)curr_root)->set_current(false);
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resetToRoot(curr_branch);
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} else if (curr_branch == NULL) {
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fb(NULL); /* Backup and move on */
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}
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}
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/****************************** GLUI_TreePanel::resetToRoot() *********/
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/* Resets curr_root and curr branch to TreePanel and lastChild */
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void GLUI_TreePanel::resetToRoot(GLUI_Panel *new_root)
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{
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GLUI_Panel *root = this;
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if (new_root != NULL)
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root = new_root;
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curr_root = root;
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if (curr_root->dynamicCastGLUI_Tree())
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((GLUI_Tree *)curr_root)->set_current(true);
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curr_branch = (GLUI_Tree *)root->first_child();
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/* since Trees are collapsable, we need to check the collapsed nodes
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in case the curr_root is collapsed */
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if (curr_branch == NULL && (root->collapsed_node).first_child() != NULL) {
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curr_branch = (GLUI_Tree *)(root->collapsed_node).first_child();
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}
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while (curr_branch && curr_branch->dynamicCastGLUI_Tree()) {
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curr_branch=(GLUI_Tree *)curr_branch->next();
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}
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}
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