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-rw-r--r--tests/bullet/Extras/glui/glui_scrollbar.cpp832
1 files changed, 832 insertions, 0 deletions
diff --git a/tests/bullet/Extras/glui/glui_scrollbar.cpp b/tests/bullet/Extras/glui/glui_scrollbar.cpp
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+++ b/tests/bullet/Extras/glui/glui_scrollbar.cpp
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+/****************************************************************************
+
+ GLUI User Interface Toolkit
+ ---------------------------
+
+ glui_scrollbar.cpp - GLUI_Scrollbar class
+
+ --------------------------------------------------
+
+ Copyright (c) 2004 John Kew, 1998 Paul Rademacher
+
+ This program is freely distributable without licensing fees and is
+ provided without guarantee or warrantee expressed or implied. This
+ program is -not- in the public domain.
+
+*****************************************************************************/
+
+#include "glui_internal_control.h"
+#include <cmath>
+#include <cassert>
+
+/*static int __debug=0; */
+
+#define GLUI_SCROLL_GROWTH_STEPS 800
+#define GLUI_SCROLL_MIN_GROWTH_STEPS 100
+#define GLUI_SCROLL_CALLBACK_INTERVAL 1 /* Execute the user's callback every this many clicks */
+
+enum {
+ GLUI_SCROLL_ARROW_UP,
+ GLUI_SCROLL_ARROW_DOWN,
+ GLUI_SCROLL_ARROW_LEFT,
+ GLUI_SCROLL_ARROW_RIGHT
+};
+
+
+/****************************** GLUI_Scrollbar::GLUI_Scrollbar() **********/
+// Constructor, no live var
+GLUI_Scrollbar::GLUI_Scrollbar( GLUI_Node *parent,
+ const char *name,
+ int horz_vert,
+ int data_type,
+ int id, GLUI_CB callback
+ /*,GLUI_Control *object
+ ,GLUI_InterObject_CB obj_cb*/
+ )
+{
+ common_construct(parent, name, horz_vert, data_type, NULL, id, callback/*, object, obj_cb*/);
+}
+
+/****************************** GLUI_Scrollbar::GLUI_Scrollbar() **********/
+// Constructor, int live var
+GLUI_Scrollbar::GLUI_Scrollbar( GLUI_Node *parent, const char *name,
+ int horz_vert,
+ int *live_var,
+ int id, GLUI_CB callback
+ /*,GLUI_Control *object
+ ,GLUI_InterObject_CB obj_cb*/
+ )
+{
+ common_construct(parent, name, horz_vert, GLUI_SCROLL_INT, live_var, id, callback/*, object, obj_cb*/);
+}
+
+/****************************** GLUI_Scrollbar::GLUI_Scrollbar() **********/
+// Constructor, float live var
+GLUI_Scrollbar::GLUI_Scrollbar( GLUI_Node *parent, const char *name,
+ int horz_vert,
+ float *live_var,
+ int id, GLUI_CB callback
+ /*,GLUI_Control *object
+ ,GLUI_InterObject_CB obj_cb*/
+ )
+{
+ common_construct(parent, name, horz_vert, GLUI_SCROLL_FLOAT, live_var, id, callback/*, object, obj_cb*/);
+}
+
+/****************************** GLUI_Scrollbar::common_init() **********/
+void GLUI_Scrollbar::common_init(void)
+{
+ horizontal = true;
+ h = GLUI_SCROLL_ARROW_HEIGHT;
+ w = GLUI_TEXTBOX_WIDTH;
+ alignment = GLUI_ALIGN_CENTER;
+ x_off = 0;
+ y_off_top = 0;
+ y_off_bot = 0;
+ can_activate = true;
+ state = GLUI_SCROLL_STATE_NONE;
+ growth_exp = GLUI_SCROLL_DEFAULT_GROWTH_EXP;
+ callback_count = 0;
+ first_callback = true;
+ user_speed = 1.0;
+ float_min = 0.0;
+ float_max = 0.0;
+ int_min = 0;
+ int_max = 0;
+ associated_object = NULL;
+ last_update_time=0;
+ velocity_limit=50.0; /* Change value by at most 50 per second */
+ box_length = 0;
+ box_start_position = 0;
+ box_end_position = 0;
+ track_length = 0;
+}
+
+/****************************** GLUI_Scrollbar::common_construct() **********/
+void GLUI_Scrollbar::common_construct(
+ GLUI_Node *parent,
+ const char *name,
+ int horz_vert,
+ int data_type,
+ void *data,
+ int id, GLUI_CB callback
+ /*,GLUI_Control *object,
+ GLUI_InterObject_CB obj_cb*/
+ )
+{
+ common_init();
+
+ // make sure limits are wide enough to hold live value
+ if (data_type==GLUI_SCROLL_FLOAT) {
+ float lo = 0.0f, hi=1.0f;
+ if (data) {
+ float d = *(float*)(data);
+ lo = MIN(lo, d);
+ hi = MAX(hi, d);
+ }
+ this->set_float_limits(lo,hi);
+ this->set_float_val(lo);
+ this->live_type = GLUI_LIVE_FLOAT;
+ } else {
+ int lo = 0, hi=100;
+ if (data) {
+ int d = *(int*)(data);
+ lo = MIN(lo, d);
+ hi = MAX(hi, d);
+ }
+ this->set_int_limits(lo,hi);
+ this->set_int_val(0);
+ this->live_type = GLUI_LIVE_INT;
+ }
+ this->data_type = data_type;
+ this->set_ptr_val( data );
+ this->set_name(name);
+ this->user_id = id;
+ this->callback = callback;
+ //this->associated_object = object;
+ //this->object_cb = obj_cb;
+ this->horizontal=(horz_vert==GLUI_SCROLL_HORIZONTAL);
+ if (this->horizontal) {
+ this->h = GLUI_SCROLL_ARROW_HEIGHT;
+ this->w = GLUI_TEXTBOX_WIDTH;
+ } else {
+ this->h = GLUI_TEXTBOX_HEIGHT;
+ this->w = GLUI_SCROLL_ARROW_WIDTH;
+ }
+ parent->add_control( this );
+ this->init_live();
+}
+
+/****************************** GLUI_Scrollbar::mouse_down_handler() **********/
+
+int GLUI_Scrollbar::mouse_down_handler( int local_x, int local_y )
+{
+ last_update_time=GLUI_Time()-1.0;
+ this->state = find_arrow( local_x, local_y );
+ GLUI_Master.glui_setIdleFuncIfNecessary();
+
+ /* printf( "spinner: mouse down : %d/%d arrow:%d\n", local_x, local_y,
+ find_arrow( local_x, local_y ));
+ */
+
+ if ( state != GLUI_SCROLL_STATE_UP AND state != GLUI_SCROLL_STATE_DOWN)
+ return true;
+
+ reset_growth();
+
+ /*** ints and floats behave a bit differently. When you click on
+ an int spinner, you expect the value to immediately go up by 1, whereas
+ for a float it'll go up only by a fractional amount. Therefore, we
+ go ahead and increment by one for int spinners ***/
+#if 1
+ if ( data_type == GLUI_SCROLL_INT ) {
+ // Allow for possibility of reversed limits
+ int lo = MIN(int_min,int_max);
+ int hi = MAX(int_min,int_max);
+ int increase = int_min < int_max ? 1 : -1;
+ int new_val = int_val;
+ if ( state == GLUI_SCROLL_STATE_UP ) {
+ new_val += increase;
+ } else if ( state == GLUI_SCROLL_STATE_DOWN ) {
+ new_val -= increase;
+ }
+ if (new_val >= lo && new_val <= hi && new_val!=int_val) {
+ set_int_val(new_val);
+ do_callbacks();
+ }
+ }
+#endif
+ do_click();
+ redraw();
+
+ return false;
+}
+
+
+/******************************** GLUI_Scrollbar::mouse_up_handler() **********/
+
+int GLUI_Scrollbar::mouse_up_handler( int local_x, int local_y, bool inside )
+{
+ state = GLUI_SCROLL_STATE_NONE;
+ GLUI_Master.glui_setIdleFuncIfNecessary();
+
+ /* printf("spinner: mouse up : %d/%d inside: %d\n",local_x,local_y,inside); */
+
+ /*glutSetCursor( GLUT_CURSOR_INHERIT ); */
+ glutSetCursor( GLUT_CURSOR_LEFT_ARROW );
+
+ redraw();
+
+ /* do_callbacks(); --- stub */
+ /* if ( callback ) */
+ /* callback( this->user_id ); */
+
+ return false;
+}
+
+
+/***************************** GLUI_Scrollbar::mouse_held_down_handler() ******/
+
+int GLUI_Scrollbar::mouse_held_down_handler( int local_x, int local_y,
+ bool new_inside)
+{
+ int new_state;
+ if ( state == GLUI_SCROLL_STATE_NONE )
+ return false;
+
+ /* printf("spinner: mouse held: %d/%d inside: %d\n",local_x,local_y,
+ new_inside);
+ */
+
+ if ( state == GLUI_SCROLL_STATE_SCROLL) { /* dragging? */
+ do_drag( local_x-x_abs, local_y-y_abs );
+ }
+ else { /* not dragging */
+ new_state = find_arrow( local_x, local_y );
+
+ if ( new_state == state ) {
+ /** Still in same arrow **/
+ do_click();
+ }
+ }
+ redraw();
+
+ return false;
+}
+
+
+/****************************** GLUI_Scrollbar::key_handler() **********/
+
+int GLUI_Scrollbar::key_handler( unsigned char key,int modifiers )
+{
+ return true;
+}
+
+
+/****************************** GLUI_Scrollbar::draw() **********/
+
+void GLUI_Scrollbar::draw( int x, int y )
+{
+ GLUI_DRAWINGSENTINAL_IDIOM
+
+ if ( horizontal ) {
+ draw_scroll_arrow(GLUI_SCROLL_ARROW_LEFT, 0, 0);
+ draw_scroll_arrow(GLUI_SCROLL_ARROW_RIGHT, w-GLUI_SCROLL_ARROW_WIDTH, 0);
+ } else {
+ draw_scroll_arrow(GLUI_SCROLL_ARROW_UP, 0, 0);
+ draw_scroll_arrow(GLUI_SCROLL_ARROW_DOWN, 0, h-GLUI_SCROLL_ARROW_HEIGHT);
+ }
+ draw_scroll();
+}
+
+
+/****************************** GLUI_Scrollbar::draw_scroll_arrow() **********/
+
+void GLUI_Scrollbar::draw_scroll_arrow(int arrowtype, int x, int y)
+{
+ float offset=0;
+ float L=3.5f,HC=7.f,R=10.5f;
+ float T=4.5f,VC=8.f,B=11.5;
+ const float verts[][6]={
+ { L,10.5f, R, 10.5f, HC, 6.5f }, // up arrow
+ { L,6.5f, R, 6.5f, HC,10.5f }, // down arrow
+ { R-2,T, R-2, B, L+1, VC }, // left arrow
+ { L+2,T, L+2, B, R-1, VC } // right arrow
+ };
+
+ const float *tri = NULL;
+
+ switch (arrowtype)
+ {
+ case GLUI_SCROLL_ARROW_UP:
+ tri = verts[0];
+ if (state & GLUI_SCROLL_STATE_UP) offset = 1;
+ break;
+
+ case GLUI_SCROLL_ARROW_DOWN:
+ tri = verts[1];
+ if (state & GLUI_SCROLL_STATE_DOWN) offset = 1;
+ break;
+
+ case GLUI_SCROLL_ARROW_LEFT:
+ tri = verts[2];
+ if (state & GLUI_SCROLL_STATE_DOWN) offset = 1;
+ break;
+
+ case GLUI_SCROLL_ARROW_RIGHT:
+ tri = verts[3];
+ if (state & GLUI_SCROLL_STATE_UP) offset = 1;
+ break;
+
+ default:
+ return; /* tri is NULL */
+ }
+
+ glColor3ubv(&glui->bkgd_color.r);
+ glRecti(x,y,x+GLUI_SCROLL_ARROW_WIDTH,y+GLUI_SCROLL_ARROW_HEIGHT);
+ if (!offset) {
+ glui->draw_raised_box(x,y+1,GLUI_SCROLL_ARROW_WIDTH-1,GLUI_SCROLL_ARROW_HEIGHT-1);
+ } else {
+ glColor3ub(128,128,128);
+ glBegin(GL_LINE_LOOP);
+ int x2=x+GLUI_SCROLL_ARROW_WIDTH, y2=y+GLUI_SCROLL_ARROW_HEIGHT;
+ glVertex2i(x ,y);
+ glVertex2i(x2,y);
+ glVertex2i(x2,y2);
+ glVertex2i(x ,y2);
+ glEnd();
+ }
+
+ GLubyte black[]={0,0,0};
+ GLubyte white[]={255,255,255};
+ GLubyte gray[]={128,128,128};
+ GLubyte *color=black;
+ if (!enabled) {
+ offset = 1;
+ color = white;
+ }
+ glTranslatef(x+offset,y+offset,0);
+ glColor3ubv(color);
+ glBegin(GL_TRIANGLES);
+ glVertex2fv(tri); glVertex2fv(tri+2), glVertex2fv(tri+4);
+ glEnd();
+ glTranslatef(-(x+offset),-(y+offset),0);
+
+ if (!enabled) { // once more!
+ glTranslatef(x,y,0);
+ glColor3ubv(gray);
+ glBegin(GL_TRIANGLES);
+ glVertex2fv(tri); glVertex2fv(tri+2), glVertex2fv(tri+4);
+ glEnd();
+ glTranslatef(-x,-y,0);
+ }
+}
+
+
+void GLUI_Scrollbar::draw_scroll() {
+ update_scroll_parameters();
+
+ // Draw track using a checkerboard background
+ const unsigned char scroll_bg[] = {
+ 0xD4, 0xD0, 0xC8, 0xFF, 0xFF, 0xFF,
+ 0xFF, 0xFF, 0xFF, 0xD4, 0xD0, 0xC8
+ };
+ glColor3f( 1.0, 1.0, 1.0 );
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+ glEnable( GL_TEXTURE_2D);
+ glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE,
+ scroll_bg);
+
+ float y0 = horizontal? 0 : GLUI_SCROLL_ARROW_HEIGHT;
+ float y1 = horizontal? h : h-GLUI_SCROLL_ARROW_HEIGHT;
+ float x0 = horizontal? GLUI_SCROLL_ARROW_WIDTH : 0;
+ float x1 = horizontal? w-GLUI_SCROLL_ARROW_WIDTH : w;
+ x0-=0.5; y0+=0.5;
+ x1-=0.5; y1+=0.5;
+ float dy = y1-y0;
+ float dx = x1-x0;
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(x0,y0);
+ glTexCoord2f(dx*0.5f,0); glVertex2f(x1,y0);
+ glTexCoord2f(dx*0.5f,dy*0.5f); glVertex2f(x1,y1);
+ glTexCoord2f(0, dy*0.5f); glVertex2f(x0,y1);
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+
+ // Draw scroll box
+ int box = box_start_position;
+ if (horizontal) {
+ box += GLUI_SCROLL_ARROW_WIDTH;
+ draw_scroll_box(box,1,box_length,h);
+ } else {
+ box += GLUI_SCROLL_ARROW_HEIGHT+1;
+ draw_scroll_box(0,box,w,box_length);
+ }
+}
+
+/****************************** GLUI_Scrollbar::draw_scroll_box() **********/
+
+void GLUI_Scrollbar::draw_scroll_box(int x, int y, int w, int h)
+{
+ if (!enabled) return;
+ glColor3ubv(&glui->bkgd_color.r);
+ glRecti(x,y,x+w,y+h);
+ glui->draw_raised_box(x,y, w-1, h-1);
+
+ if (active) {
+ glEnable( GL_LINE_STIPPLE );
+ glLineStipple( 1, 0x5555 );
+ glColor3f( 0., 0., 0. );
+ glBegin(GL_LINE_LOOP);
+ int x1 = x+2, y1 = y+2, x2 = x+w-4, y2 = y+h-4;
+ glVertex2i(x1,y1);
+ glVertex2i(x2,y1);
+ glVertex2i(x2,y2);
+ glVertex2i(x1,y2);
+ glEnd();
+ glDisable( GL_LINE_STIPPLE );
+ }
+}
+
+
+
+/**************************** update_scroll_parameters ***********/
+
+void GLUI_Scrollbar::update_scroll_parameters() {
+ track_length = horizontal?
+ this->w-GLUI_SCROLL_ARROW_WIDTH*2 :
+ this->h-GLUI_SCROLL_ARROW_HEIGHT*2;
+ if (data_type==GLUI_SCROLL_INT)
+ {
+ if (int_max==int_min)
+ box_length=track_length;
+ else {
+ const int MIN_TAB = GLUI_SCROLL_BOX_STD_HEIGHT;
+ //box_length = int(track_length/float(visible_range));
+ //if (box_length < MIN_TAB)
+ box_length = MIN_TAB;
+ }
+ float pixels_per_unit = (track_length-box_length)/float(int_max-int_min);
+ if (horizontal)
+ box_start_position = int((int_val-int_min)*pixels_per_unit);
+ else
+ box_start_position = int((int_max-int_val)*pixels_per_unit);
+ box_end_position = box_start_position+box_length;
+ }
+ else if (data_type==GLUI_SCROLL_FLOAT)
+ {
+ if (float_max==float_min)
+ box_length=track_length;
+ else {
+ box_length = GLUI_SCROLL_BOX_STD_HEIGHT;
+ }
+ float pixels_per_unit = (track_length-box_length)/float(float_max-float_min);
+ if (horizontal)
+ box_start_position = int((float_val-float_min)*pixels_per_unit);
+ else
+ box_start_position = int((float_max-float_val)*pixels_per_unit);
+ box_end_position = box_start_position+box_length;
+ }
+}
+
+
+/********************************* GLUI_Scrollbar::special_handler() **********/
+
+int GLUI_Scrollbar::special_handler( int key,int modifiers )
+{
+ if ( !horizontal && key == GLUT_KEY_UP ) {
+ mouse_down_handler( x_abs + w - GLUI_SCROLL_ARROW_WIDTH + 1,
+ y_abs + 1 );
+ mouse_up_handler( x_abs + w - GLUI_SCROLL_ARROW_WIDTH + 1,
+ y_abs + 1, true );
+ }
+ else if ( !horizontal && key == GLUT_KEY_DOWN ) {
+ mouse_down_handler(x_abs + w - GLUI_SCROLL_ARROW_WIDTH + 1,
+ y_abs+1+GLUI_SCROLL_ARROW_HEIGHT);
+ mouse_up_handler( x_abs + w - GLUI_SCROLL_ARROW_WIDTH + 1,
+ y_abs+1 +GLUI_SCROLL_ARROW_HEIGHT,
+ true );
+ }
+ if ( horizontal && key == GLUT_KEY_LEFT ) {
+ mouse_down_handler( x_abs + 1,y_abs + 1 );
+ mouse_up_handler( x_abs + 1, y_abs + 1, true );
+ }
+ else if ( horizontal && key == GLUT_KEY_RIGHT ) {
+ mouse_down_handler(x_abs + w - GLUI_SCROLL_ARROW_WIDTH + 1,
+ y_abs+1);
+ mouse_up_handler( x_abs + w - GLUI_SCROLL_ARROW_WIDTH + 1,
+ y_abs+1,
+ true );
+ }
+ else if ( key == GLUT_KEY_HOME ) { /** Set value to limit top -
+ or increment by 10 **/
+ }
+ else if ( key == GLUT_KEY_END ) {
+ }
+
+ return true;
+}
+
+
+/************************************ GLUI_Scrollbar::update_size() **********/
+
+void GLUI_Scrollbar::update_size( void )
+{
+ if (horizontal) {
+ h = GLUI_SCROLL_ARROW_HEIGHT;
+ if (associated_object) {
+ this->w = ((GLUI_Control *)associated_object)->w;
+ }
+ }
+ else {
+ w = GLUI_SCROLL_ARROW_WIDTH;
+ if (associated_object) {
+ this->h = ((GLUI_Control *)associated_object)->h;
+ }
+ }
+}
+
+
+/************************************ GLUI_Scrollbar::find_arrow() ************/
+
+int GLUI_Scrollbar::find_arrow( int local_x, int local_y )
+{
+
+ local_x = local_x-x_abs;
+ local_y = local_y-y_abs;
+
+ if (horizontal)
+ {
+ if ( local_y >= h-GLUI_SCROLL_ARROW_HEIGHT-3 && local_y <= h)
+ {
+ update_scroll_parameters();
+ if ( local_x >= 0 AND local_x <= (GLUI_SCROLL_ARROW_WIDTH+box_start_position) )
+ {
+ return GLUI_SCROLL_STATE_DOWN;
+ }
+ if ( local_x >= (GLUI_SCROLL_ARROW_WIDTH+box_end_position)
+ AND local_x <= (w+GLUI_SCROLL_ARROW_WIDTH) )
+ {
+ return GLUI_SCROLL_STATE_UP;
+ }
+ return GLUI_SCROLL_STATE_SCROLL;
+ }
+ }
+ else
+ {
+ if ( local_x >= w-GLUI_SCROLL_ARROW_WIDTH-3 && local_x <= w)
+ {
+ update_scroll_parameters();
+ if ( local_y >= 0 AND local_y <= (GLUI_SCROLL_ARROW_HEIGHT+box_start_position) )
+ {
+ return GLUI_SCROLL_STATE_UP;
+ }
+ if ( local_y >= (GLUI_SCROLL_ARROW_HEIGHT+box_end_position)
+ AND local_y <= (h+GLUI_SCROLL_ARROW_HEIGHT) )
+ {
+ return GLUI_SCROLL_STATE_DOWN;
+ }
+ return GLUI_SCROLL_STATE_SCROLL;
+ }
+ }
+
+ return GLUI_SCROLL_STATE_NONE;
+}
+
+/***************************************** GLUI_Scrollbar::do_click() **********/
+
+void GLUI_Scrollbar::do_click( void )
+{
+ int direction = 0;
+
+ if ( state == GLUI_SCROLL_STATE_UP )
+ direction = +1;
+ else if ( state == GLUI_SCROLL_STATE_DOWN )
+ direction = -1;
+
+ if (data_type==GLUI_SCROLL_INT&&int_min>int_max) direction*=-1;
+ if (data_type==GLUI_SCROLL_FLOAT&&float_min>float_max) direction*=-1;
+
+ increase_growth();
+
+ float modifier_factor = 1.0;
+ float incr = growth * modifier_factor * user_speed ;
+
+ double frame_time=GLUI_Time()-last_update_time;
+ double frame_limit=velocity_limit*frame_time;
+ if (incr>frame_limit) incr=frame_limit; /* don't scroll faster than limit */
+ last_update_time=GLUI_Time();
+
+ float new_val = float_val;
+
+ new_val += direction * incr;
+ if (1 || data_type==GLUI_SCROLL_FLOAT) set_float_val(new_val);
+ if (0 && data_type==GLUI_SCROLL_INT) set_int_val((int)new_val);
+ //printf("do_click: incr %f val=%f float_val=%f\n",incr,new_val,float_val);
+
+ /*** Now update live variable and do callback. We don't want
+ to do the callback on each iteration of this function, just on every
+ i^th iteration, where i is given by GLUI_SCROLL_CALLBACK_INTERVAL ****/
+ callback_count++;
+ if ( (callback_count % GLUI_SCROLL_CALLBACK_INTERVAL ) == 0 )
+ do_callbacks();
+
+}
+
+
+/***************************************** GLUI_Scrollbar::do_drag() **********/
+
+void GLUI_Scrollbar::do_drag( int x, int y )
+{
+ int direction = 0;
+ float incr, modifier_factor;
+ /* int delta_x; */
+ int new_int_val = int_val;
+ float new_float_val = float_val;
+
+ int free_len = track_length-box_length;
+ if (free_len == 0) return;
+
+ modifier_factor = 1.0;
+ if ( state == GLUI_SCROLL_STATE_SCROLL) {
+ update_scroll_parameters();
+
+ int hbox = box_length/2;
+ if (horizontal) {
+ int track_v = x-GLUI_SCROLL_ARROW_WIDTH;
+ new_int_val = int_min + (track_v-hbox)*(int_max-int_min)/free_len;
+ new_float_val = float_min + (track_v-hbox)*(float_max-float_min)/float(free_len);
+ } else {
+ int track_v = y-GLUI_SCROLL_ARROW_HEIGHT;
+ new_int_val = int_max - (track_v-hbox)*(int_max-int_min)/free_len;
+ new_float_val = float_max - (track_v-hbox)*(float_max-float_min)/float(free_len);
+ }
+ }
+ else {
+ if ( state == GLUI_SCROLL_STATE_UP )
+ direction = +1;
+ else if ( state == GLUI_SCROLL_STATE_DOWN )
+ direction = -1;
+ incr = growth * direction * modifier_factor * user_speed;
+ new_int_val += direction;
+ new_float_val += direction * (float_max-float_min)/free_len;
+ }
+ last_y = y;
+ last_x = x;
+
+ /*** Now update live variable and do callback. We don't want
+ to do the callback on each iteration of this function, just on every
+ i^th iteration, where i is given by GLUI_SCROLL_CALLBACK_INTERVAL ****/
+ if(data_type==GLUI_SCROLL_INT)
+ set_int_val(new_int_val);
+ else if (data_type==GLUI_SCROLL_FLOAT)
+ set_float_val(new_float_val);
+
+ callback_count++;
+ if ( (callback_count % GLUI_SCROLL_CALLBACK_INTERVAL ) == 0 )
+ do_callbacks();
+}
+
+
+/***************************************** GLUI_Scrollbar::needs_idle() ******/
+
+bool GLUI_Scrollbar::needs_idle( void ) const
+{
+ if (state == GLUI_SCROLL_STATE_UP OR state == GLUI_SCROLL_STATE_DOWN ) {
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+/***************************************** GLUI_Scrollbar::idle() **********/
+
+void GLUI_Scrollbar::idle( void )
+{
+ if ( NOT needs_idle() )
+ return;
+ else
+ do_click();
+}
+
+
+/************************************ GLUI_Scrollbar::do_callbacks() **********/
+
+void GLUI_Scrollbar::do_callbacks( void )
+{
+
+ /* *******************************************/
+
+ if ( NOT first_callback ) {
+ if ( data_type == GLUI_SCROLL_INT AND int_val == last_int_val ) {
+ return;
+ }
+ if ( data_type == GLUI_SPINNER_FLOAT AND float_val == last_float_val ) {
+ return;
+ }
+ }
+
+ if (associated_object == NULL) {
+ this->execute_callback();
+ }
+ else { // Use internal Callbacks
+ if (object_cb) {
+ //object_cb(associated_object, int_val);
+ object_cb(this);
+ }
+ }
+ last_int_val = int_val;
+ last_float_val = float_val;
+ first_callback = false;
+}
+
+
+/********************************** GLUI_Scrollbar::set_float_val() ************/
+
+void GLUI_Scrollbar::set_float_val( float new_val )
+{
+ // Allow for the possibility that the limits are reversed
+ float hi = MAX(float_min,float_max);
+ float lo = MIN(float_min,float_max);
+ if (new_val > hi)
+ new_val = hi;
+ if (new_val < lo)
+ new_val = lo;
+ last_float_val = float_val;
+ float_val = new_val;
+ int_val = (int)new_val;
+
+ redraw();
+
+ /*** Now update the live variable ***/
+ output_live(true);
+}
+
+
+/********************************** GLUI_Scrollbar::set_int_val() ************/
+
+void GLUI_Scrollbar::set_int_val( int new_val )
+{
+ // Allow for the possibility that the limits are reversed
+ int hi = MAX(int_min,int_max);
+ int lo = MIN(int_min,int_max);
+ if (new_val > hi)
+ new_val = hi;
+ if (new_val < lo)
+ new_val = lo;
+ last_int_val = int_val;
+ float_val = int_val = new_val;
+
+ redraw();
+
+ /*** Now update the live variable ***/
+ output_live(true);
+}
+
+/*********************************** GLUI_Scrollbar::set_float_limits() *********/
+
+void GLUI_Scrollbar::set_float_limits( float low, float high, int limit_type )
+{
+ if (limit_type != GLUI_LIMIT_CLAMP) {
+ // error!
+ }
+ float_min = low;
+ float_max = high;
+ // Allow for possiblitly of reversed limits
+ float lo = MIN(low,high);
+ float hi = MAX(low,high);
+ if (float_val<lo) set_float_val(lo);
+ if (float_val>hi) set_float_val(hi);
+}
+
+
+/*********************************** GLUI_Scrollbar::set_int_limits() *********/
+
+void GLUI_Scrollbar::set_int_limits( int low, int high, int limit_type )
+{
+ if (limit_type != GLUI_LIMIT_CLAMP) {
+ // error!
+ }
+ int_min = low;
+ int_max = high;
+ // Allow for possiblitly of reversed limits
+ int lo = MIN(low,high);
+ int hi = MAX(low,high);
+ if (int_val<lo) set_int_val(lo);
+ if (int_val>hi) set_int_val(hi);
+ float_min = low;
+ float_max = high;
+}
+
+
+/*********************************** GLUI_Scrollbar::reset_growth() *************/
+
+void GLUI_Scrollbar::reset_growth( void )
+{
+ growth = fabs(float_max - float_min) / float(GLUI_SCROLL_GROWTH_STEPS);
+ if (data_type == GLUI_SCROLL_INT && growth<1) growth=1;
+}
+
+
+/******************************* GLUI_Scrollbar::increase_growth() *************/
+
+void GLUI_Scrollbar::increase_growth( void )
+{
+ float range=0;
+ if (data_type==GLUI_SCROLL_FLOAT)
+ range = fabs(float_max-float_min);
+ else
+ range = fabs(float(int_max-int_min));
+ if ( growth < (range / float(GLUI_SCROLL_MIN_GROWTH_STEPS)) )
+ growth *= growth_exp;
+ return;
+}
+
+
+