add vr_draw_ui method and make ui observer as method to be wildly available
This commit is contained in:
90
src/app.cpp
90
src/app.cpp
@@ -525,6 +525,50 @@ void App::async_end()
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#endif
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}
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bool App::update_ui_observer(Node *n)
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{
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if (n && n->m_display)
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{
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auto box = n->m_clip_uncut;
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Node* p = n->m_parent;
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while (p)
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{
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float pt = YGNodeLayoutGetPadding(p->y_node, YGEdgeTop);
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float pr = YGNodeLayoutGetPadding(p->y_node, YGEdgeRight);
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float pb = YGNodeLayoutGetPadding(p->y_node, YGEdgeBottom);
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float pl = YGNodeLayoutGetPadding(p->y_node, YGEdgeLeft);
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glm::vec2 off_p(pl, pt);
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glm::vec2 off_s(pr, pb);
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glm::vec4 pclip = { xy(p->m_clip_uncut) + off_p, zw(p->m_clip_uncut) - off_s - off_p };
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box = rect_intersection(box, pclip);
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p = p->m_parent;
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}
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//auto box = n->m_clip;
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//glm::ivec4 c = glm::vec4((int)box.x - 1, (int)(height / zoom - box.y - box.w) - 1, (int)box.z + 2, (int)box.w + 2) * zoom;
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if (box.z <= 0.f || box.w <= 0.f)
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{
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if (n->m_on_screen)
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{
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if (dynamic_cast<NodeStrokePreview*>(n))
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p = p;
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n->handle_on_screen(true, false);
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n->m_on_screen = false;
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}
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return false;
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}
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if (!n->m_on_screen)
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{
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n->handle_on_screen(false, true);
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n->m_on_screen = true;
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}
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glm::ivec4 c = glm::vec4((int)box.x, (int)(height / zoom - box.y - box.w), (int)box.z, (int)box.w) * zoom;
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glScissor(c.x + off_x, c.y + off_y, c.z, c.w);
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n->draw();
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return true;
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}
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return false;
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}
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void App::update(float dt)
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{
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static std::mutex mutex;
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@@ -584,50 +628,8 @@ void App::update(float dt)
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layout[main_id]->find<NodeButtonCustom>("btn-mask-line")->set_active(mode == kCanvasMode::MaskLine);
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}
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auto observer = [this](Node* n)
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{
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if (n && n->m_display)
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{
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auto box = n->m_clip_uncut;
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Node* p = n->m_parent;
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while (p)
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{
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float pt = YGNodeLayoutGetPadding(p->y_node, YGEdgeTop);
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float pr = YGNodeLayoutGetPadding(p->y_node, YGEdgeRight);
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float pb = YGNodeLayoutGetPadding(p->y_node, YGEdgeBottom);
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float pl = YGNodeLayoutGetPadding(p->y_node, YGEdgeLeft);
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glm::vec2 off_p(pl, pt);
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glm::vec2 off_s(pr, pb);
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glm::vec4 pclip = { xy(p->m_clip_uncut) + off_p, zw(p->m_clip_uncut) - off_s - off_p };
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box = rect_intersection(box, pclip);
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p = p->m_parent;
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}
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//auto box = n->m_clip;
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//glm::ivec4 c = glm::vec4((int)box.x - 1, (int)(height / zoom - box.y - box.w) - 1, (int)box.z + 2, (int)box.w + 2) * zoom;
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if (box.z <= 0.f || box.w <= 0.f)
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{
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if (n->m_on_screen)
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{
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if (dynamic_cast<NodeStrokePreview*>(n))
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p = p;
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n->handle_on_screen(true, false);
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n->m_on_screen = false;
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}
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return false;
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}
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if (!n->m_on_screen)
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{
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n->handle_on_screen(false, true);
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n->m_on_screen = true;
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}
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glm::ivec4 c = glm::vec4((int)box.x, (int)(height / zoom - box.y - box.w), (int)box.z, (int)box.w) * zoom;
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glScissor(c.x + off_x, c.y + off_y, c.z, c.w);
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n->draw();
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return true;
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}
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return false;
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};
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auto observer = std::bind(&App::update_ui_observer, this, std::placeholders::_1);
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if (vr_active)
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{
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uirtt.bindFramebuffer();
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