* Initial opengl test window * added core files * some fixes for code comparability with other platforms * more compatibility cleanup * add missing opengl libraries * Basic simulation window works! * try using different define * fix wrapper for better compatibility * Gui is now operational * Finally SIM works on actual freecad models * support drill commands * cleanup python script and add tool profile generation * Now using actual tools specified in the operation. * support mouse wheel and freecad-style 3d navigation * Support accuracy gauge * remove endsimulation reference * show simulation speed indicator * apply clang-format * apply changes suggested by code review * gui items are loaded via QT resource system instead of hard coded * use vector instead of pointer to pass tool profile points * Fix some more formatting errors.
104 lines
3.2 KiB
C++
104 lines
3.2 KiB
C++
/***************************************************************************
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* Copyright (c) 2024 Shai Seger <shaise at gmail> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef __guidisplay_t__
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#define __guidisplay_t__
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#include "OpenGlWrapper.h"
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#include "Texture.h"
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#include "Shader.h"
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#include "TextureLoader.h"
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namespace MillSim
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{
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class MillSimulation;
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struct GuiItem
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{
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unsigned int vbo, vao;
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int sx, sy; // screen location
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int actionKey; // action key when item pressed
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bool hidden; // is item hidden
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bool mouseOver;
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TextureItem texItem;
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};
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struct Vertex2D
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{
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float x, y;
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float tx, ty;
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};
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enum eGuiItems
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{
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eGuiItemSlider,
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eGuiItemThumb,
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eGuiItemPause,
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eGuiItemPlay,
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eGuiItemSingleStep,
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eGuiItemFaster,
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eGuiItemRotate,
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eGuiItemCharXImg,
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eGuiItemChar0Img,
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eGuiItemChar1Img,
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eGuiItemChar4Img,
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eGuiItemMax
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};
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class GuiDisplay
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{
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public:
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// GuiDisplay() {};
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bool InutGui();
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void Render(float progress);
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void MouseCursorPos(int x, int y);
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void MousePressed(int button, bool isPressed, bool isRunning);
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void MouseDrag(int buttons, int dx, int dy);
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void SetMillSimulator(MillSimulation* millSim)
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{
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mMillSim = millSim;
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}
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void UpdatePlayState(bool isRunning);
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void UpdateSimSpeed(int speed);
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private:
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bool GenerateGlItem(GuiItem* guiItem);
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void RenderItem(int itemId);
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vec3 mStdColor = {0.8f, 0.8f, 0.4f};
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vec3 mHighlightColor = {1.0f, 1.0f, 0.9f};
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vec3 mPressedColor = {1.0f, 0.5f, 0.0f};
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vec3 mTextColor = {1.0f, 0.5f, 0.0f};
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Shader mShader;
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Texture mTexture;
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eGuiItems mPressedItem = eGuiItemMax;
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MillSimulation* mMillSim = nullptr;
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unsigned int mIbo = 0;
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int mThumbStartX = 0;
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float mThumbMaxMotion = 0;
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};
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} // namespace MillSim
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#endif // __guidisplay_t__
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