Commit bd8998d1 authored by Maciej Suminski's avatar Maciej Suminski

Fixed cursor drawing for OpenGL.

parent 6fe086ab
......@@ -792,7 +792,7 @@ void CAIRO_GAL::ClearTarget( RenderTarget aTarget )
void CAIRO_GAL::DrawCursor( const VECTOR2D& aCursorPosition )
{
// Now we should only store the position of the mouse cursor
// The real drawing routines are in EndDrawing()
// The real drawing routines are in blitCursor()
cursorPosition = VECTOR2D( aCursorPosition.x - cursorSize / 2,
aCursorPosition.y - cursorSize / 2 );
}
......
......@@ -214,9 +214,11 @@ void OPENGL_GAL::EndDrawing()
overlayManager.EndDrawing();
// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
glFlush();
compositor.DrawBuffer( mainBuffer );
compositor.DrawBuffer( overlayBuffer );
blitCursor();
glFlush();
SwapBuffers();
delete clientDC;
......@@ -737,33 +739,10 @@ void OPENGL_GAL::ClearTarget( RenderTarget aTarget )
void OPENGL_GAL::DrawCursor( const VECTOR2D& aCursorPosition )
{
if( !isCursorEnabled )
return;
compositor.SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
// Invert y axis
VECTOR2D cursorPosition = VECTOR2D( aCursorPosition.x, screenSize.y - aCursorPosition.y );
VECTOR2D cursorBegin = ToWorld( cursorPosition -
VECTOR2D( cursorSize / 2, cursorSize / 2 ) );
VECTOR2D cursorEnd = ToWorld( cursorPosition +
VECTOR2D( cursorSize / 2, cursorSize / 2 ) );
VECTOR2D cursorCenter = ( cursorBegin + cursorEnd ) / 2.0;
glLineWidth( 1.0 );
glColor4d( cursorColor.r, cursorColor.g, cursorColor.b, cursorColor.a );
glBegin( GL_LINES );
glVertex3f( cursorCenter.x, cursorBegin.y, GetMinDepth() );
glVertex3f( cursorCenter.x, cursorEnd.y, GetMinDepth() );
glVertex3f( cursorBegin.x, cursorCenter.y, GetMinDepth() );
glVertex3f( cursorEnd.x, cursorCenter.y, GetMinDepth() );
glEnd();
// Restore the default color, so textures will be drawn properly
glColor4d( 1.0, 1.0, 1.0, 1.0 );
// Now we should only store the position of the mouse cursor
// The real drawing routines are in blitCursor()
cursorPosition = VECTOR2D( aCursorPosition.x,
screenSize.y - aCursorPosition.y ); // invert Y axis
}
......@@ -969,6 +948,36 @@ void OPENGL_GAL::initCursor( int aCursorSize )
}
void OPENGL_GAL::blitCursor()
{
if( !isCursorEnabled )
return;
compositor.SetBuffer( OPENGL_COMPOSITOR::DIRECT_RENDERING );
VECTOR2D cursorBegin = ToWorld( cursorPosition -
VECTOR2D( cursorSize / 2, cursorSize / 2 ) );
VECTOR2D cursorEnd = ToWorld( cursorPosition +
VECTOR2D( cursorSize / 2, cursorSize / 2 ) );
VECTOR2D cursorCenter = ( cursorBegin + cursorEnd ) / 2.0;
glDisable( GL_TEXTURE_2D );
glLineWidth( 1.0 );
glColor4d( cursorColor.r, cursorColor.g, cursorColor.b, cursorColor.a );
glBegin( GL_LINES );
glVertex2d( cursorCenter.x, cursorBegin.y );
glVertex2d( cursorCenter.x, cursorEnd.y );
glVertex2d( cursorBegin.x, cursorCenter.y );
glVertex2d( cursorEnd.x, cursorCenter.y );
glEnd();
// Restore the default color, so textures will be drawn properly
glColor4d( 1.0, 1.0, 1.0, 1.0 );
}
unsigned int OPENGL_GAL::getNewGroupNumber()
{
wxASSERT_MSG( groups.size() < std::numeric_limits<unsigned int>::max(),
......
......@@ -357,7 +357,7 @@ private:
virtual void initCursor( int aCursorSize );
/**
* @brief Blits cursor into current screen.
* @brief Blits cursor into the current screen.
*/
virtual void blitCursor( wxBufferedDC& clientDC );
......
......@@ -297,6 +297,8 @@ private:
bool isShaderInitialized; ///< Was the shader initialized?
bool isGrouping; ///< Was a group started?
VECTOR2D cursorPosition; ///< Current cursor position
// Polygon tesselation
/// The tessellator
GLUtesselator* tesselator;
......@@ -363,6 +365,11 @@ private:
/// @copydoc GAL::initCursor()
virtual void initCursor( int aCursorSize );
/**
* @brief Blits cursor into the current screen.
*/
void blitCursor();
/**
* @brief Returns a valid key that can be used as a new group number.
*
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment