Creation and minimal integration of Displays View

This commit is contained in:
Bruno Herbelin
2022-12-26 15:46:37 +01:00
parent 189e7b8bc9
commit fb6a95078d
15 changed files with 859 additions and 32 deletions

View File

@@ -3,11 +3,9 @@
#include <map>
#include "Log.h"
#include "View.h"
#include "Primitives.h"
#include "Scene.h"
#include "Source.h"
#include "Decorations.h"
#include "BoundingBoxVisitor.h"
@@ -57,15 +55,16 @@ void BoundingBoxVisitor::visit(Switch &n)
void BoundingBoxVisitor::visit(Primitive &n)
{
bbox_.extend(n.bbox().transformed(modelview_));
// Log::Info("visitor box (%f, %f)-(%f, %f)", bbox_.min().x, bbox_.min().y, bbox_.max().x, bbox_.max().y);
}
void BoundingBoxVisitor::visit(Scene &n)
{
n.ws()->accept(*this);
if (force_){
n.bg()->accept(*this);
n.fg()->accept(*this);
}
}
GlmToolkit::AxisAlignedBoundingBox BoundingBoxVisitor::AABB(SourceList l, View *view)

View File

@@ -8,8 +8,8 @@ class View;
class BoundingBoxVisitor: public Visitor
{
glm::mat4 modelview_;
bool force_;
glm::mat4 modelview_;
GlmToolkit::AxisAlignedBoundingBox bbox_;

View File

@@ -88,6 +88,7 @@ set(VMIX_SRCS
ShmdataBroadcast.cpp
SrtReceiverSource.cpp
MultiFileRecorder.cpp
DisplaysView.cpp
)
#####

763
src/DisplaysView.cpp Normal file
View File

@@ -0,0 +1,763 @@
/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <string>
#include <sstream>
#include <iomanip>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtx/vector_angle.hpp>
#include "ImGuiToolkit.h"
#include "Mixer.h"
#include "defines.h"
#include "Source.h"
#include "Settings.h"
#include "PickingVisitor.h"
#include "DrawVisitor.h"
#include "Decorations.h"
#include "UserInterfaceManager.h"
#include "BoundingBoxVisitor.h"
#include "RenderingManager.h"
#include "DisplaysView.h"
DisplaysView::DisplaysView() : View(DISPLAYS)
{
scene.root()->scale_ = glm::vec3(DISPLAYS_DEFAULT_SCALE, DISPLAYS_DEFAULT_SCALE, 1.0f);
// read default settings
if ( Settings::application.views[mode_].name.empty() )
// no settings found: store application default
saveSettings();
else
restoreSettings();
Settings::application.views[mode_].name = "Displays";
// Geometry Scene foreground
output_surface_ = new Surface;
output_surface_->visible_ = false;
scene.fg()->attach(output_surface_);
// Frame *border = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
// border->color = glm::vec4( COLOR_FRAME, 1.f );
// scene.fg()->attach(border);
// // User interface foreground
// //
// // point to show POSITION
// overlay_position_ = new Symbol(Symbol::SQUARE_POINT);
// overlay_position_->scale_ = glm::vec3(0.5f, 0.5f, 1.f);
// scene.fg()->attach(overlay_position_);
// overlay_position_->visible_ = false;
// // cross to show the axis for POSITION
// overlay_position_cross_ = new Symbol(Symbol::GRID);
// overlay_position_cross_->scale_ = glm::vec3(0.5f, 0.5f, 1.f);
// scene.fg()->attach(overlay_position_cross_);
// overlay_position_cross_->visible_ = false;
// // 'clock' : tic marks every 10 degrees for ROTATION
// // with dark background
// overlay_rotation_clock_ = new Group;
// overlay_rotation_clock_tic_ = new Symbol(Symbol::CLOCK);
// overlay_rotation_clock_->attach(overlay_rotation_clock_tic_);
// Symbol *s = new Symbol(Symbol::CIRCLE_POINT);
// s->color = glm::vec4(0.f, 0.f, 0.f, 0.1f);
// s->scale_ = glm::vec3(28.f, 28.f, 1.f);
// s->translation_.z = -0.1;
// overlay_rotation_clock_->attach(s);
// overlay_rotation_clock_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
// scene.fg()->attach(overlay_rotation_clock_);
// overlay_rotation_clock_->visible_ = false;
// // circle to show fixed-size ROTATION
// overlay_rotation_clock_hand_ = new Symbol(Symbol::CLOCK_H);
// overlay_rotation_clock_hand_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
// scene.fg()->attach(overlay_rotation_clock_hand_);
// overlay_rotation_clock_hand_->visible_ = false;
// overlay_rotation_fix_ = new Symbol(Symbol::SQUARE);
// overlay_rotation_fix_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
// scene.fg()->attach(overlay_rotation_fix_);
// overlay_rotation_fix_->visible_ = false;
// // circle to show the center of ROTATION
// overlay_rotation_ = new Symbol(Symbol::CIRCLE);
// overlay_rotation_->scale_ = glm::vec3(0.25f, 0.25f, 1.f);
// scene.fg()->attach(overlay_rotation_);
// overlay_rotation_->visible_ = false;
// // 'grid' : tic marks every 0.1 step for SCALING
// // with dark background
// Group *g = new Group;
// s = new Symbol(Symbol::GRID);
// s->scale_ = glm::vec3(1.655f, 1.655f, 1.f);
// g->attach(s);
// s = new Symbol(Symbol::SQUARE_POINT);
// s->color = glm::vec4(0.f, 0.f, 0.f, 0.1f);
// s->scale_ = glm::vec3(17.f, 17.f, 1.f);
// s->translation_.z = -0.1;
// g->attach(s);
// overlay_scaling_grid_ = g;
// overlay_scaling_grid_->scale_ = glm::vec3(0.3f, 0.3f, 1.f);
// scene.fg()->attach(overlay_scaling_grid_);
// overlay_scaling_grid_->visible_ = false;
// // cross in the square for proportional SCALING
// overlay_scaling_cross_ = new Symbol(Symbol::CROSS);
// overlay_scaling_cross_->scale_ = glm::vec3(0.3f, 0.3f, 1.f);
// scene.fg()->attach(overlay_scaling_cross_);
// overlay_scaling_cross_->visible_ = false;
// // square to show the center of SCALING
// overlay_scaling_ = new Symbol(Symbol::SQUARE);
// overlay_scaling_->scale_ = glm::vec3(0.3f, 0.3f, 1.f);
// scene.fg()->attach(overlay_scaling_);
// overlay_scaling_->visible_ = false;
// border = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
// border->color = glm::vec4( COLOR_HIGHLIGHT_SOURCE, 0.2f );
// overlay_crop_ = border;
// scene.fg()->attach(overlay_crop_);
// overlay_crop_->visible_ = false;
// will be init later
overlay_selection_scale_ = nullptr;
overlay_selection_rotate_ = nullptr;
overlay_selection_stored_status_ = nullptr;
overlay_selection_active_ = false;
}
void DisplaysView::update(float dt)
{
View::update(dt);
// a more complete update is requested
if (View::need_deep_update_ > 0) {
// update rendering of render frame
FrameBuffer *output = Mixer::manager().session()->frame();
if (output){
// float aspect_ratio = output->aspectRatio();
// for (NodeSet::iterator node = scene.bg()->begin(); node != scene.bg()->end(); ++node) {
// (*node)->scale_.x = aspect_ratio;
// }
// for (NodeSet::iterator node = scene.fg()->begin(); node != scene.fg()->end(); ++node) {
// (*node)->scale_.x = aspect_ratio;
// }
// output_surface_->setTextureIndex( output->texture() );
}
// prevent invalid scaling
float s = CLAMP(scene.root()->scale_.x, DISPLAYS_MIN_SCALE, DISPLAYS_MAX_SCALE);
scene.root()->scale_.x = s;
scene.root()->scale_.y = s;
}
}
// recenter is called also when RenderingManager detects a change of monitors
void DisplaysView::recenter ()
{
// clear background display of monitors
scene.clearBackground();
// fill scene background with the frames to show monitors
std::map<std::string, glm::ivec4> _monitors = Rendering::manager().monitors();
for (auto monitor_iter = _monitors.begin();
monitor_iter != _monitors.end(); ++monitor_iter) {
Group *m = new Group;
glm::vec4 rect = DISPLAYS_UNIT * glm::vec4(monitor_iter->second);
m->scale_ = glm::vec3( 0.5f * rect.p, 0.5f * rect.q, 1.f );
m->translation_ = glm::vec3( rect.x + m->scale_.x, -rect.y - m->scale_.y, 0.f );
Surface *surf = new Surface;
m->attach(surf);
Frame *frame = new Frame(Frame::SHARP, Frame::THIN, Frame::NONE);
frame->color = glm::vec4( COLOR_MONITOR, 1.f );
m->attach(frame);
scene.bg()->attach( m );
// g_printerr("- display %f,%f %f,%f\n", rect.x, rect.y, rect.w, rect.z);
// g_printerr(" %f,%f %f,%f\n", m->translation_.x, m->translation_.y,
// m->scale_.x, m->scale_.y);
}
// calculate screen area required to see the entire scene
BoundingBoxVisitor scene_visitor_bbox(true);
scene.accept(scene_visitor_bbox);
GlmToolkit::AxisAlignedBoundingBox scene_box = scene_visitor_bbox.bbox();
// compute scaling to fit the scene box into the scene, modulo a margin ratio
scene.root()->scale_.x = SCENE_UNIT / ( scene_box.scale().x * 1.3f);
scene.root()->scale_.y = scene.root()->scale_.x;
// compute translation to place at the center (considering scaling)
scene.root()->translation_ = -scene.root()->scale_.x * scene_box.center();
}
void DisplaysView::resize ( int scale )
{
float z = CLAMP(0.01f * (float) scale, 0.f, 1.f);
z *= z;
z *= DISPLAYS_MAX_SCALE - DISPLAYS_MIN_SCALE;
z += DISPLAYS_MIN_SCALE;
scene.root()->scale_.x = z;
scene.root()->scale_.y = z;
}
int DisplaysView::size ()
{
float z = (scene.root()->scale_.x - DISPLAYS_MIN_SCALE) / (DISPLAYS_MAX_SCALE - DISPLAYS_MIN_SCALE);
return (int) ( sqrt(z) * 100.f);
}
void DisplaysView::draw()
{
// std::vector<Node *> surfaces;
// std::vector<Node *> overlays;
// g_printerr("DisplaysView::draw()\n");
View::draw();
// // 0. prepare projection for draw visitors
// glm::mat4 projection = Rendering::manager().Projection();
//// // 1. Draw surface of sources in the current workspace
//// DrawVisitor draw_surfaces(surfaces, projection);
//// scene.accept(draw_surfaces);
//// for( auto it = surfaces.begin(); it!=surfaces.end(); ++it) {
//// delete *it;
//// }
//// // 2. Draw scene rendering on top (which includes rendering of all visible sources)
//// DrawVisitor draw_rendering(output_surface_, projection, true);
//// scene.accept(draw_rendering);
// // 3. Draw frames and icons of sources in the current workspace
// DrawVisitor draw_overlays(overlays, projection);
// scene.accept(draw_overlays);
// // 4. Draw control overlays of current source on top (if selectable)
// if (s!=nullptr && canSelect(s)) {
// s->setMode(Source::CURRENT);
// DrawVisitor dv(s->overlays_[mode_], projection);
// scene.accept(dv);
// }
// // 5. Finally, draw overlays of view
// DrawVisitor draw_foreground(scene.fg(), projection);
// scene.accept(draw_foreground);
// display interface
// Locate window at upper left corner
// glm::vec2 P = glm::vec2(-output_surface_->scale_.x - 0.02f, output_surface_->scale_.y + 0.01 );
// P = Rendering::manager().project(glm::vec3(P, 0.f), scene.root()->transform_, false);
// // Set window position depending on icons size
// ImGuiToolkit::PushFont(ImGuiToolkit::FONT_LARGE);
// ImGui::SetNextWindowPos(ImVec2(P.x, P.y - 1.5f * ImGui::GetFrameHeight() ), ImGuiCond_Always);
// if (ImGui::Begin("##DisplaysViewOptions", NULL, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBackground
// | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings
// | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoBringToFrontOnFocus ))
// {
// // style grey
// ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(COLOR_FRAME_LIGHT, 1.f)); // 1
// ImGui::PushStyleColor(ImGuiCol_PopupBg, ImVec4(0.14f, 0.14f, 0.14f, 0.9f));
// ImGui::PushStyleColor(ImGuiCol_Header, ImVec4(0.36f, 0.36f, 0.36f, 0.9f));
// ImGui::PushStyleColor(ImGuiCol_HeaderHovered, ImVec4(0.36f, 0.36f, 0.36f, 0.5f));
// ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.14f, 0.14f, 0.14f, 0.00f));
// ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, ImVec4(0.14f, 0.14f, 0.14f, 0.46f));
// ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.14f, 0.14f, 0.14f, 0.00f));
// ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(0.14f, 0.14f, 0.14f, 0.46f)); // 8
// static std::vector< std::pair<int, int> > icons_ws = { {10,16}, {11,16}, {12,16} };
// static std::vector< std::string > labels_ws = { "Background", "Workspace", "Foreground" };
// if ( ImGuiToolkit::ComboIcon (icons_ws, labels_ws, &Settings::application.current_workspace) ){
// ++View::need_deep_update_;
// }
// ImGui::PopStyleColor(8); // 14 colors
// ImGui::End();
// }
// ImGui::PopFont();
// // display popup menu
// if (show_context_menu_ == MENU_SOURCE) {
// ImGui::OpenPopup( "DisplaysOutputContextMenu" );
// show_context_menu_ = MENU_NONE;
// }
// if (ImGui::BeginPopup("DisplaysOutputContextMenu")) {
//// if (s != nullptr) {
//// if (ImGui::Selectable( ICON_FA_EXPAND " Fit" )){
//// s->group(mode_)->scale_ = glm::vec3(output_surface_->scale_.x/ s->frame()->aspectRatio(), 1.f, 1.f);
//// s->group(mode_)->rotation_.z = 0;
//// s->group(mode_)->translation_ = glm::vec3(0.f);
//// s->touch();
//// Action::manager().store(s->name() + std::string(": Geometry Fit"));
//// }
//// if (ImGui::Selectable( ICON_FA_VECTOR_SQUARE " Reset" )){
//// s->group(mode_)->scale_ = glm::vec3(1.f);
//// s->group(mode_)->rotation_.z = 0;
//// s->group(mode_)->crop_ = glm::vec3(1.f);
//// s->group(mode_)->translation_ = glm::vec3(0.f);
//// s->touch();
//// Action::manager().store(s->name() + std::string(": Geometry Reset"));
//// }
//// if (ImGui::Selectable( ICON_FA_CROSSHAIRS " Reset position" )){
//// s->group(mode_)->translation_ = glm::vec3(0.f);
//// s->touch();
//// Action::manager().store(s->name() + std::string(": Reset position"));
//// }
//// if (ImGui::Selectable( ICON_FA_COMPASS " Reset rotation" )){
//// s->group(mode_)->rotation_.z = 0;
//// s->touch();
//// Action::manager().store(s->name() + std::string(": Reset rotation"));
//// }
//// if (ImGui::Selectable( ICON_FA_EXPAND_ALT " Reset aspect ratio" )){
//// s->group(mode_)->scale_.x = s->group(mode_)->scale_.y;
//// s->group(mode_)->scale_.x *= s->group(mode_)->crop_.x / s->group(mode_)->crop_.y;
//// s->touch();
//// Action::manager().store(s->name() + std::string(": Reset aspect ratio"));
//// }
//// }
// ImGui::EndPopup();
// }
}
std::pair<Node *, glm::vec2> DisplaysView::pick(glm::vec2 P)
{
// prepare empty return value
std::pair<Node *, glm::vec2> pick = { nullptr, glm::vec2(0.f) };
// unproject mouse coordinate into scene coordinates
glm::vec3 scene_point_ = Rendering::manager().unProject(P);
// // picking visitor traverses the scene
// PickingVisitor pv(scene_point_);
// scene.accept(pv);
// // picking visitor found nodes?
// if ( !pv.empty() ) {
// // keep current source active if it is clicked
// Source *current = Mixer::manager().currentSource();
// if (current != nullptr) {
// if (current->workspace() != Settings::application.current_workspace){
// current = nullptr;
// }
// else {
// // find if the current source was picked
// auto itp = pv.rbegin();
// for (; itp != pv.rend(); ++itp){
// // test if source contains this node
// Source::hasNode is_in_source((*itp).first );
// if ( is_in_source( current ) ){
// // a node in the current source was clicked !
// pick = *itp;
// break;
// }
// }
// // not found: the current source was not clicked
// if (itp == pv.rend()) {
// current = nullptr;
// }
// // picking on the menu handle: show context menu
// else if ( pick.first == current->handles_[mode_][Handles::MENU] ) {
// openContextMenu(MENU_SOURCE);
// }
// // pick on the lock icon; unlock source
// else if ( UserInterface::manager().ctrlModifier() && pick.first == current->lock_ ) {
// lock(current, false);
// pick = { current->locker_, pick.second };
//// pick = { nullptr, glm::vec2(0.f) };
// }
// // pick on the open lock icon; lock source and cancel pick
// else if ( UserInterface::manager().ctrlModifier() && pick.first == current->unlock_ ) {
// lock(current, true);
// pick = { nullptr, glm::vec2(0.f) };
// }
// // pick a locked source ; cancel pick
// else if ( !UserInterface::manager().ctrlModifier() && current->locked() ) {
// pick = { nullptr, glm::vec2(0.f) };
// }
// }
// }
// // the clicked source changed (not the current source)
// if (current == nullptr) {
// if (UserInterface::manager().ctrlModifier()) {
// // default to failed pick
// pick = { nullptr, glm::vec2(0.f) };
// // loop over all nodes picked to detect clic on locks
// for (auto itp = pv.rbegin(); itp != pv.rend(); ++itp){
// // get if a source was picked
// Source *s = Mixer::manager().findSource((*itp).first);
// // lock icon of a source (not current) is picked : unlock
// if ( s!=nullptr && (*itp).first == s->lock_) {
// lock(s, false);
// pick = { s->locker_, (*itp).second };
// break;
// }
// }
// }
// // no lock icon picked, find what else was picked
// if ( pick.first == nullptr) {
// // loop over all nodes picked
// for (auto itp = pv.rbegin(); itp != pv.rend(); ++itp){
// // get if a source was picked
// Source *s = Mixer::manager().findSource((*itp).first);
// // accept picked sources in current workspaces
// if ( s!=nullptr && s->workspace() == Settings::application.current_workspace) {
// // a non-locked source is picked (anywhere)
// if ( !s->locked() ) {
// // not in an active selection? don't pick this one!
// if ( !UserInterface::manager().ctrlModifier() &&
// Mixer::selection().size() > 1 &&
// !Mixer::selection().contains(s))
// continue;
// // yeah, pick this one (NB: locker_ is just a node in Geometry that is detected)
// pick = { s->locker_, (*itp).second };
// break;
// }
// }
// // not a source picked
// else {
// // picked on selection handles
// if ( (*itp).first == overlay_selection_scale_ || (*itp).first == overlay_selection_rotate_ ) {
// pick = (*itp);
// // initiate selection manipulation
// if (overlay_selection_stored_status_) {
// overlay_selection_stored_status_->copyTransform(overlay_selection_);
// overlay_selection_active_ = true;
// }
// break;
// }
// else if ( overlay_selection_icon_ != nullptr && (*itp).first == overlay_selection_icon_ ) {
// pick = (*itp);
// openContextMenu(MENU_SELECTION);
// break;
// }
// }
// }
// }
// }
// }
return pick;
}
bool DisplaysView::canSelect(Source *s) {
return ( s!=nullptr && View::canSelect(s) && s->ready() && s->active() && s->workspace() == Settings::application.current_workspace);
}
void DisplaysView::applySelectionTransform(glm::mat4 M)
{
// for (auto sit = Mixer::selection().begin(); sit != Mixer::selection().end(); ++sit){
// // recompute all from matrix transform
// glm::mat4 transform = M * (*sit)->stored_status_->transform_;
// glm::vec3 tra, rot, sca;
// GlmToolkit::inverse_transform(transform, tra, rot, sca);
// (*sit)->group(mode_)->translation_ = tra;
// (*sit)->group(mode_)->scale_ = sca;
// (*sit)->group(mode_)->rotation_ = rot;
// // will have to be updated
// (*sit)->touch();
// }
}
View::Cursor DisplaysView::grab (Source *s, glm::vec2 from, glm::vec2 to, std::pair<Node *, glm::vec2> pick)
{
View::Cursor ret = Cursor();
// grab coordinates in scene-View reference frame
glm::vec3 scene_from = Rendering::manager().unProject(from, scene.root()->transform_);
glm::vec3 scene_to = Rendering::manager().unProject(to, scene.root()->transform_);
glm::vec3 scene_translation = scene_to - scene_from;
// No source is given
if (!s) {
// // possibly grabing the selection overlay handles
// if (overlay_selection_ && overlay_selection_active_ ) {
// // rotation center to selection position
// glm::mat4 T = glm::translate(glm::identity<glm::mat4>(), overlay_selection_stored_status_->translation_);
// glm::vec4 selection_from = glm::inverse(T) * glm::vec4( scene_from, 1.f );
// glm::vec4 selection_to = glm::inverse(T) * glm::vec4( scene_to, 1.f );
// // calculate scaling of selection
// float factor = glm::length( glm::vec2( selection_to ) ) / glm::length( glm::vec2( selection_from ) );
// glm::mat4 S = glm::scale(glm::identity<glm::mat4>(), glm::vec3(factor, factor, 1.f));
// // if interaction with selection SCALING handle
// if (pick.first == overlay_selection_scale_) {
// // show manipulation overlay
// overlay_scaling_cross_->visible_ = true;
// overlay_scaling_grid_->visible_ = false;
// overlay_scaling_->visible_ = true;
// overlay_scaling_->translation_.x = overlay_selection_stored_status_->translation_.x;
// overlay_scaling_->translation_.y = overlay_selection_stored_status_->translation_.y;
// overlay_scaling_->rotation_.z = overlay_selection_stored_status_->rotation_.z;
// overlay_scaling_->update(0);
// overlay_scaling_cross_->copyTransform(overlay_scaling_);
// overlay_scaling_->color = overlay_selection_icon_->color;
// overlay_scaling_cross_->color = overlay_selection_icon_->color;
// // apply to selection overlay
// glm::vec4 vec = S * glm::vec4( overlay_selection_stored_status_->scale_, 0.f );
// overlay_selection_->scale_ = glm::vec3(vec);
// // apply to selection sources
// // NB: complete transform matrix (right to left) : move to center, scale and move back
// glm::mat4 M = T * S * glm::inverse(T);
// applySelectionTransform(M);
// // store action in history
// current_action_ = "Scale selection";
// ret.type = Cursor_ResizeNWSE;
// }
// // if interaction with selection ROTATION handle
// else if (pick.first == overlay_selection_rotate_) {
// // show manipulation overlay
// overlay_rotation_->visible_ = true;
// overlay_rotation_->translation_.x = overlay_selection_stored_status_->translation_.x;
// overlay_rotation_->translation_.y = overlay_selection_stored_status_->translation_.y;
// overlay_rotation_->update(0);
// overlay_rotation_->color = overlay_selection_icon_->color;
// overlay_rotation_fix_->visible_ = false;
// overlay_rotation_fix_->copyTransform(overlay_rotation_);
// overlay_rotation_fix_->color = overlay_selection_icon_->color;
// // cancel out scaling with SHIFT modifier key
// if (UserInterface::manager().shiftModifier()) {
// overlay_rotation_fix_->visible_ = true;
// float scale_factor = glm::length( glm::vec2( overlay_selection_->scale_ ) ) / glm::length( glm::vec2( overlay_selection_stored_status_->scale_ ) );
// S = glm::scale(glm::identity<glm::mat4>(), glm::vec3(scale_factor, scale_factor, 1.f));
// }
// // compute rotation angle
// float angle = glm::orientedAngle( glm::normalize(glm::vec2(selection_from)), glm::normalize(glm::vec2(selection_to)));
// // apply to selection overlay
// glm::vec4 vec = S * glm::vec4( overlay_selection_stored_status_->scale_, 0.f );
// overlay_selection_->scale_ = glm::vec3(vec);
// overlay_selection_->rotation_.z = overlay_selection_stored_status_->rotation_.z + angle;
// // POST-CORRECTION ; discretized rotation with ALT
// if (UserInterface::manager().altModifier()) {
// int degrees = int( glm::degrees(overlay_selection_->rotation_.z) );
// degrees = (degrees / 10) * 10;
// overlay_selection_->rotation_.z = glm::radians( float(degrees) );
// angle = overlay_selection_->rotation_.z - overlay_selection_stored_status_->rotation_.z;
// overlay_rotation_clock_->visible_ = true;
// overlay_rotation_clock_->copyTransform(overlay_rotation_);
// overlay_rotation_clock_tic_->color = overlay_selection_icon_->color;
// }
// // apply to selection sources
// // NB: complete transform matrix (right to left) : move to center, rotate, scale and move back
// glm::mat4 R = glm::rotate(glm::identity<glm::mat4>(), angle, glm::vec3(0.f, 0.f, 1.f) );
// glm::mat4 M = T * S * R * glm::inverse(T);
// applySelectionTransform(M);
// // store action in history
// current_action_ = "Scale and rotate selection";
// ret.type = Cursor_Hand;
// }
// }
// update cursor
return ret;
}
// Group *sourceNode = s->group(mode_); // groups_[View::GEOMETRY]
// // make sure matrix transform of stored status is updated
// s->stored_status_->update(0);
// // grab coordinates in source-root reference frame
// glm::vec4 source_from = glm::inverse(s->stored_status_->transform_) * glm::vec4( scene_from, 1.f );
// glm::vec4 source_to = glm::inverse(s->stored_status_->transform_) * glm::vec4( scene_to, 1.f );
// glm::vec3 source_scaling = glm::vec3(source_to) / glm::vec3(source_from);
// which manipulation to perform?
std::ostringstream info;
// store action in history
current_action_ = s->name() + ": " + info.str();
// update cursor
ret.info = info.str();
return ret;
}
void DisplaysView::terminate(bool force)
{
View::terminate(force);
// // hide all view overlays
// overlay_position_->visible_ = false;
// overlay_position_cross_->visible_ = false;
// overlay_rotation_clock_->visible_ = false;
// overlay_rotation_clock_hand_->visible_ = false;
// overlay_rotation_fix_->visible_ = false;
// overlay_rotation_->visible_ = false;
// overlay_scaling_grid_->visible_ = false;
// overlay_scaling_cross_->visible_ = false;
// overlay_scaling_->visible_ = false;
// overlay_crop_->visible_ = false;
// // restore possible color change after selection operation
// overlay_rotation_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
// overlay_rotation_fix_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
// overlay_rotation_clock_tic_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
// overlay_scaling_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
// overlay_scaling_cross_->color = glm::vec4(1.f, 1.f, 1.f, 0.8f);
// restore of all handles overlays
// glm::vec2 c(0.f, 0.f);
// for (auto sit = Mixer::manager().session()->begin();
// sit != Mixer::manager().session()->end(); ++sit){
// (*sit)->handles_[mode_][Handles::RESIZE]->overlayActiveCorner(c);
// (*sit)->handles_[mode_][Handles::RESIZE_H]->overlayActiveCorner(c);
// (*sit)->handles_[mode_][Handles::RESIZE_V]->overlayActiveCorner(c);
// (*sit)->handles_[mode_][Handles::RESIZE]->visible_ = true;
// (*sit)->handles_[mode_][Handles::RESIZE_H]->visible_ = true;
// (*sit)->handles_[mode_][Handles::RESIZE_V]->visible_ = true;
// (*sit)->handles_[mode_][Handles::SCALE]->visible_ = true;
// (*sit)->handles_[mode_][Handles::ROTATE]->visible_ = true;
// (*sit)->handles_[mode_][Handles::CROP]->visible_ = true;
// (*sit)->handles_[mode_][Handles::MENU]->visible_ = true;
// }
overlay_selection_active_ = false;
}
void DisplaysView::arrow (glm::vec2 movement)
{
static float accumulator = 0.f;
accumulator += dt_;
glm::vec3 gl_Position_from = Rendering::manager().unProject(glm::vec2(0.f), scene.root()->transform_);
glm::vec3 gl_Position_to = Rendering::manager().unProject(movement, scene.root()->transform_);
glm::vec3 gl_delta = gl_Position_to - gl_Position_from;
// bool first = true;
// glm::vec3 delta_translation(0.f);
// for (auto it = Mixer::selection().begin(); it != Mixer::selection().end(); ++it) {
// // individual move with SHIFT
// if ( !Source::isCurrent(*it) && UserInterface::manager().shiftModifier() )
// continue;
// Group *sourceNode = (*it)->group(mode_);
// glm::vec3 dest_translation(0.f);
// if (first) {
// // dest starts at current
// dest_translation = sourceNode->translation_;
// // + ALT : discrete displacement
// if (UserInterface::manager().altModifier()) {
// if (accumulator > 100.f) {
// dest_translation += glm::sign(gl_delta) * 0.11f;
// dest_translation.x = ROUND(dest_translation.x, 10.f);
// dest_translation.y = ROUND(dest_translation.y, 10.f);
// accumulator = 0.f;
// }
// else
// break;
// }
// else {
// // normal case: dest += delta
// dest_translation += gl_delta * ARROWS_MOVEMENT_FACTOR * dt_;
// accumulator = 0.f;
// }
// // store action in history
// std::ostringstream info;
// info << "Position " << std::fixed << std::setprecision(3) << sourceNode->translation_.x;
// info << ", " << sourceNode->translation_.y ;
// current_action_ = (*it)->name() + ": " + info.str();
// // delta for others to follow
// delta_translation = dest_translation - sourceNode->translation_;
// }
// else {
// // dest = current + delta from first
// dest_translation = sourceNode->translation_ + delta_translation;
// }
// // apply & request update
// sourceNode->translation_ = dest_translation;
// (*it)->touch();
// first = false;
// }
}
void DisplaysView::updateSelectionOverlay()
{
View::updateSelectionOverlay();
// // create first
// if (overlay_selection_scale_ == nullptr) {
// overlay_selection_stored_status_ = new Group;
// overlay_selection_scale_ = new Handles(Handles::SCALE);
// overlay_selection_->attach(overlay_selection_scale_);
// overlay_selection_rotate_ = new Handles(Handles::ROTATE);
// overlay_selection_->attach(overlay_selection_rotate_);
// }
// if (overlay_selection_->visible_) {
// if ( !overlay_selection_active_) {
// // calculate ORIENTED bbox on selection
// GlmToolkit::OrientedBoundingBox selection_box = BoundingBoxVisitor::OBB(Mixer::selection().getCopy(), this);
// // apply transform
// overlay_selection_->rotation_ = selection_box.orientation;
// overlay_selection_->scale_ = selection_box.aabb.scale();
// glm::mat4 rot = glm::rotate(glm::identity<glm::mat4>(), selection_box.orientation.z, glm::vec3(0.f, 0.f, 1.f) );
// glm::vec4 vec = rot * glm::vec4(selection_box.aabb.center(), 1.f);
// overlay_selection_->translation_ = glm::vec3(vec);
// }
// // cosmetics
// overlay_selection_scale_->color = overlay_selection_icon_->color;
// overlay_selection_rotate_->color = overlay_selection_icon_->color;
// }
}

50
src/DisplaysView.h Normal file
View File

@@ -0,0 +1,50 @@
#ifndef DISPLAYSVIEW_H
#define DISPLAYSVIEW_H
#include "View.h"
class DisplaysView : public View
{
public:
DisplaysView();
// non assignable class
DisplaysView(DisplaysView const&) = delete;
DisplaysView& operator=(DisplaysView const&) = delete;
void draw () override;
void update (float dt) override;
void resize (int) override;
int size () override;
bool canSelect(Source *) override;
void recenter () override;
std::pair<Node *, glm::vec2> pick(glm::vec2 P) override;
Cursor grab (Source *s, glm::vec2 from, glm::vec2 to, std::pair<Node *, glm::vec2> pick) override;
void terminate(bool force) override;
void arrow (glm::vec2) override;
private:
Surface *output_surface_;
Node *overlay_position_;
Node *overlay_position_cross_;
Symbol *overlay_rotation_;
Symbol *overlay_rotation_fix_;
Group *overlay_rotation_clock_;
Symbol *overlay_rotation_clock_tic_;
Node *overlay_rotation_clock_hand_;
Symbol *overlay_scaling_;
Symbol *overlay_scaling_cross_;
Node *overlay_scaling_grid_;
Node *overlay_crop_;
void updateSelectionOverlay() override;
bool overlay_selection_active_;
Group *overlay_selection_stored_status_;
Handles *overlay_selection_scale_;
Handles *overlay_selection_rotate_;
void applySelectionTransform(glm::mat4 M);
};
#endif // DISPLAYSVIEW_H

View File

@@ -39,7 +39,6 @@
#include "UserInterfaceManager.h"
#include "BoundingBoxVisitor.h"
#include "ActionManager.h"
#include "Log.h"
#include "GeometryView.h"

View File

@@ -30,13 +30,11 @@
#include <gst/gst.h>
#include <tinyxml2.h>
#include "tinyxml2Toolkit.h"
#include "defines.h"
#include "Settings.h"
#include "Log.h"
#include "View.h"
#include "ImageShader.h"
#include "BaseToolkit.h"
#include "SystemToolkit.h"
#include "SessionCreator.h"
@@ -56,7 +54,7 @@
#include "InfoVisitor.h"
#include "ActionManager.h"
#include "MixingGroup.h"
#include "Streamer.h"
#include "FrameGrabber.h"
#include "Mixer.h"
@@ -230,6 +228,7 @@ void Mixer::update()
layer_.update(dt_);
appearance_.update(dt_);
transition_.update(dt_);
displays_.update(dt_);
// deep update was performed
if (View::need_deep_update_ > 0)
@@ -493,7 +492,7 @@ bool Mixer::replaceSource(Source *from, Source *to)
to->group(View::MIXING)->copyTransform( from->group(View::MIXING) );
to->group(View::GEOMETRY)->copyTransform( from->group(View::GEOMETRY) );
to->group(View::LAYER)->copyTransform( from->group(View::LAYER) );
to->group(View::MIXING)->copyTransform( from->group(View::MIXING) );
to->group(View::TEXTURE)->copyTransform( from->group(View::TEXTURE) );
// TODO copy all filters
@@ -1107,6 +1106,9 @@ void Mixer::setView(View::Mode m)
}
switch (m) {
case View::DISPLAYS:
current_view_ = &displays_;
break;
case View::TRANSITION:
current_view_ = &transition_;
break;
@@ -1145,6 +1147,8 @@ void Mixer::setView(View::Mode m)
View *Mixer::view(View::Mode m)
{
switch (m) {
case View::DISPLAYS:
return &displays_;
case View::TRANSITION:
return &transition_;
case View::GEOMETRY:

View File

@@ -6,6 +6,7 @@
#include "LayerView.h"
#include "TextureView.h"
#include "TransitionView.h"
#include "DisplaysView.h"
#include "Session.h"
#include "Selection.h"
@@ -153,6 +154,7 @@ protected:
LayerView layer_;
TextureView appearance_;
TransitionView transition_;
DisplaysView displays_;
bool busy_;
float dt_;

View File

@@ -202,8 +202,8 @@ void Settings::Save(uint64_t runtime)
// bloc views
{
XMLElement *viewsNode = xmlDoc.NewElement( "Views" );
// save current view only if [mixing, geometry, layers, appearance]
int v = application.current_view > 4 ? 1 : application.current_view;
// do not save Transition view as current
int v = application.current_view == 5 ? 1 : application.current_view;
viewsNode->SetAttribute("current", v);
viewsNode->SetAttribute("workspace", application.current_workspace);

View File

@@ -24,7 +24,6 @@
#include <glm/gtc/matrix_transform.hpp>
#include "defines.h"
#include "Log.h"
#include "FrameBuffer.h"
#include "Decorations.h"
#include "Resource.h"
@@ -32,10 +31,7 @@
#include "ImageShader.h"
#include "ImageProcessingShader.h"
#include "BaseToolkit.h"
#include "SystemToolkit.h"
#include "MixingGroup.h"
#include "Metronome.h"
#include "ControlManager.h"
#include "SourceCallback.h"
#include "CloneSource.h"
@@ -553,7 +549,7 @@ void Source::attach(FrameBuffer *renderbuffer)
initial_1_->translation_.x = 0.4f - renderbuffer_->aspectRatio();
// scale all icon nodes to match aspect ratio
for (int v = View::MIXING; v < View::INVALID; v++) {
for (int v = View::MIXING; v <= View::TRANSITION; v++) {
NodeSet::iterator node;
for (node = groups_[(View::Mode) v]->begin();
node != groups_[(View::Mode) v]->end(); ++node) {

View File

@@ -387,6 +387,8 @@ void UserInterface::handleKeyboard()
Mixer::manager().setView(View::LAYER);
else if (ImGui::IsKeyPressed( GLFW_KEY_F4, false ))
Mixer::manager().setView(View::TEXTURE);
else if (ImGui::IsKeyPressed( GLFW_KEY_F5, false ))
Mixer::manager().setView(View::DISPLAYS);
else if (ImGui::IsKeyPressed( GLFW_KEY_F9, false ))
StartScreenshot();
else if (ImGui::IsKeyPressed( GLFW_KEY_F10, false ))
@@ -6201,7 +6203,7 @@ void Navigator::Render()
height_ = ImGui::GetIO().DisplaySize.y; // cover vertically
const float icon_width = width_ - 2.f * style.WindowPadding.x; // icons keep padding
const ImVec2 iconsize(icon_width, icon_width);
const float sourcelist_height = height_ - 4.5f * icon_width - 5.f * style.WindowPadding.y; // space for 4 icons of view
const float sourcelist_height = height_ - 5.5f * icon_width - 5.f * style.WindowPadding.y; // space for 4 icons of view
// hack to show more sources if not enough space; make source icons smaller...
ImVec2 sourceiconsize(icon_width, icon_width);
@@ -6216,7 +6218,7 @@ void Navigator::Render()
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
if (Settings::application.current_view < View::TRANSITION) {
if (Settings::application.current_view != View::TRANSITION) {
// the "=" icon for menu
if (ImGui::Selectable( ICON_FA_BARS, &selected_button[NAV_MENU], 0, iconsize))
@@ -6303,34 +6305,41 @@ void Navigator::Render()
bool selected_view[View::INVALID] = { };
selected_view[ Settings::application.current_view ] = true;
int previous_view = Settings::application.current_view;
if (ImGui::Selectable( ICON_FA_BULLSEYE, &selected_view[1], 0, iconsize))
if (ImGui::Selectable( ICON_FA_BULLSEYE, &selected_view[View::MIXING], 0, iconsize))
{
Mixer::manager().setView(View::MIXING);
view_pannel_visible = previous_view == Settings::application.current_view;
}
if (ImGui::IsItemHovered())
tooltip = {"Mixing ", "F1"};
if (ImGui::Selectable( ICON_FA_OBJECT_UNGROUP , &selected_view[2], 0, iconsize))
if (ImGui::Selectable( ICON_FA_OBJECT_UNGROUP , &selected_view[View::GEOMETRY], 0, iconsize))
{
Mixer::manager().setView(View::GEOMETRY);
view_pannel_visible = previous_view == Settings::application.current_view;
}
if (ImGui::IsItemHovered())
tooltip = {"Geometry ", "F2"};
if (ImGui::Selectable( ICON_FA_LAYER_GROUP, &selected_view[3], 0, iconsize))
if (ImGui::Selectable( ICON_FA_LAYER_GROUP, &selected_view[View::LAYER], 0, iconsize))
{
Mixer::manager().setView(View::LAYER);
view_pannel_visible = previous_view == Settings::application.current_view;
}
if (ImGui::IsItemHovered())
tooltip = {"Layers ", "F3"};
if (ImGui::Selectable( ICON_FA_CHESS_BOARD, &selected_view[4], 0, iconsize))
if (ImGui::Selectable( ICON_FA_CHESS_BOARD, &selected_view[View::TEXTURE], 0, iconsize))
{
Mixer::manager().setView(View::TEXTURE);
view_pannel_visible = previous_view == Settings::application.current_view;
}
if (ImGui::IsItemHovered())
tooltip = {"Texturing ", "F4"};
if (ImGui::Selectable( ICON_FA_TV, &selected_view[View::DISPLAYS], 0, iconsize))
{
Mixer::manager().setView(View::DISPLAYS);
view_pannel_visible = previous_view == Settings::application.current_view;
}
if (ImGui::IsItemHovered())
tooltip = {"Displays ", "F5"};
ImVec2 pos = ImGui::GetCursorPos();
ImGui::SetCursorPos(pos + ImVec2(0.f, style.WindowPadding.y));
@@ -7811,7 +7820,7 @@ void Navigator::RenderMainPannelVimix()
ImGuiToolkit::PushFont(ImGuiToolkit::FONT_LARGE);
ImGui::SameLine(0, 0.5f * ImGui::GetTextLineHeight());
if ( ImGuiToolkit::IconButton( ICON_FA_WINDOW_MAXIMIZE ) )
if ( ImGuiToolkit::IconButton( ICON_FA_CROW ) )
UserInterface::manager().outputcontrol.setVisible(!Settings::application.widget.preview);
if (ImGui::IsItemHovered())
tooltip_ = { TOOLTIP_OUTPUT, SHORTCUT_OUTPUT};

View File

@@ -28,7 +28,7 @@
#define IMGUI_TITLE_HELP ICON_FA_LIFE_RING " Help"
#define IMGUI_TITLE_TOOLBOX ICON_FA_HAMSA " Guru Toolbox"
#define IMGUI_TITLE_SHADEREDITOR ICON_FA_CODE " Shader Editor"
#define IMGUI_TITLE_PREVIEW ICON_FA_WINDOW_MAXIMIZE " Output"
#define IMGUI_TITLE_PREVIEW ICON_FA_CROW " Output"
#define MENU_NEW_FILE ICON_FA_FILE " New"
#define SHORTCUT_NEW_FILE CTRL_MOD "W"

View File

@@ -34,10 +34,8 @@
#include "PickingVisitor.h"
#include "Decorations.h"
#include "Mixer.h"
#include "UserInterfaceManager.h"
#include "BoundingBoxVisitor.h"
#include "ActionManager.h"
#include "Log.h"
#include "View.h"
@@ -208,7 +206,7 @@ void View::recenter()
glm::vec3 scene_extend = scene_box.max() - scene_box.min();
glm::vec3 scale = view_extend / scene_extend ;
float z = scene.root()->scale_.x;
z = CLAMP( z * MIN(scale.x, scale.y), MIXING_MIN_SCALE, MIXING_MAX_SCALE);
z = CLAMP( z * MIN(scale.x, scale.y), MIN_SCALE, MAX_SCALE);
scene.root()->scale_.x = z;
scene.root()->scale_.y = z;

View File

@@ -29,7 +29,8 @@ public:
LAYER = 3,
TEXTURE = 4,
TRANSITION = 5,
INVALID = 6
DISPLAYS = 6,
INVALID = 7
} Mode;
inline Mode mode () const { return mode_; }

View File

@@ -67,6 +67,10 @@
#define TRANSITION_DEFAULT_SCALE 5.0f
#define TRANSITION_MIN_DURATION 0.2f
#define TRANSITION_MAX_DURATION 10.f
#define DISPLAYS_UNIT 0.001f
#define DISPLAYS_DEFAULT_SCALE 1.4f
#define DISPLAYS_MIN_SCALE 0.4f
#define DISPLAYS_MAX_SCALE 7.0f
#define ARROWS_MOVEMENT_FACTOR 0.1f
#define SESSION_THUMBNAIL_HEIGHT 120.f
#define RECORD_MAX_TIMEOUT 1200000
@@ -104,6 +108,7 @@
#define COLOR_LIMBO_CIRCLE 0.173f, 0.173f, 0.173f
#define COLOR_SLIDER_CIRCLE 0.11f, 0.11f, 0.11f
#define COLOR_STASH_CIRCLE 0.06f, 0.06f, 0.06f
#define COLOR_MONITOR 0.2f, 0.85f, 0.85f
#define OSC_PORT_RECV_DEFAULT 7000
#define OSC_PORT_SEND_DEFAULT 7001