Files
Mujoco_WASM/simulate/uitools.cc
T
Saran Tunyasuvunakool 3240596c3a Call GLFW functions via a dynamic dispatch table.
This allows us to use GLFW without needing to introduce a link-time dependency on the library, which in turn enables us to get GLFW through Python.

PiperOrigin-RevId: 470100999
Change-Id: I27c84ad3310afdbebd582ab0033b6a963ba6307e
2022-08-25 15:41:53 -07:00

339 lines
9.4 KiB
C++

// Copyright 2021 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "uitools.h"
#include <stdio.h>
#include <string.h>
#include <GLFW/glfw3.h>
#include "glfw_dispatch.h"
namespace {
using ::mujoco::Glfw;
}
//------------------------------------ internal GLFW callbacks -------------------------------------
// update state
static void uiUpdateState(GLFWwindow* wnd) {
// extract data from user pointer
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
// mouse buttons
state->left = (Glfw().glfwGetMouseButton(wnd, GLFW_MOUSE_BUTTON_LEFT)==GLFW_PRESS);
state->right = (Glfw().glfwGetMouseButton(wnd, GLFW_MOUSE_BUTTON_RIGHT)==GLFW_PRESS);
state->middle = (Glfw().glfwGetMouseButton(wnd, GLFW_MOUSE_BUTTON_MIDDLE)==GLFW_PRESS);
// keyboard modifiers
state->control = (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_CONTROL)==GLFW_PRESS ||
Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_CONTROL)==GLFW_PRESS);
state->shift = (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_SHIFT)==GLFW_PRESS ||
Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_SHIFT)==GLFW_PRESS);
state->alt = (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_ALT)==GLFW_PRESS ||
Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_ALT)==GLFW_PRESS);
// swap left and right if Alt
if (state->alt) {
int tmp = state->left;
state->left = state->right;
state->right = tmp;
}
// get mouse position, scale by buffer-to-window ratio
double x, y;
Glfw().glfwGetCursorPos(wnd, &x, &y);
x *= ptr->buffer2window;
y *= ptr->buffer2window;
// invert y to match OpenGL convention
y = state->rect[0].height - y;
// save
state->dx = x - state->x;
state->dy = y - state->y;
state->x = x;
state->y = y;
// find mouse rectangle
state->mouserect = mjr_findRect(mju_round(x), mju_round(y), state->nrect-1, state->rect+1) + 1;
}
// keyboard
static void uiKeyboard(GLFWwindow* wnd, int key, int scancode, int act, int mods) {
// release: nothing to do
if (act==GLFW_RELEASE) {
return;
}
// extract data from user pointer
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
// update state
uiUpdateState(wnd);
// set key info
state->type = mjEVENT_KEY;
state->key = key;
state->keytime = Glfw().glfwGetTime();
// application-specific processing
ptr->uiEvent(state);
}
// mouse button
static void uiMouseButton(GLFWwindow* wnd, int button, int act, int mods) {
// extract data from user pointer
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
// update state
uiUpdateState(wnd);
// translate button
if (button==GLFW_MOUSE_BUTTON_LEFT) {
button = mjBUTTON_LEFT;
} else if (button==GLFW_MOUSE_BUTTON_RIGHT) {
button = mjBUTTON_RIGHT;
} else {
button = mjBUTTON_MIDDLE;
}
// swap left and right if Alt
if (Glfw().glfwGetKey(wnd, GLFW_KEY_LEFT_ALT)==GLFW_PRESS ||
Glfw().glfwGetKey(wnd, GLFW_KEY_RIGHT_ALT)==GLFW_PRESS) {
if (button==mjBUTTON_LEFT) {
button = mjBUTTON_RIGHT;
} else if (button==mjBUTTON_RIGHT) {
button = mjBUTTON_LEFT;
}
}
// press
if (act==GLFW_PRESS) {
// detect doubleclick: 250 ms
if (button==state->button && Glfw().glfwGetTime()-state->buttontime<0.25) {
state->doubleclick = 1;
} else {
state->doubleclick = 0;
}
// set info
state->type = mjEVENT_PRESS;
state->button = button;
state->buttontime = Glfw().glfwGetTime();
// start dragging
if (state->mouserect) {
state->dragbutton = state->button;
state->dragrect = state->mouserect;
}
}
// release
else {
state->type = mjEVENT_RELEASE;
}
// application-specific processing
ptr->uiEvent(state);
// stop dragging after application processing
if (state->type==mjEVENT_RELEASE) {
state->dragrect = 0;
state->dragbutton = 0;
}
}
// mouse move
static void uiMouseMove(GLFWwindow* wnd, double xpos, double ypos) {
// extract data from user pointer
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
// no buttons down: nothing to do
if (!state->left && !state->right && !state->middle) {
return;
}
// update state
uiUpdateState(wnd);
// set move info
state->type = mjEVENT_MOVE;
// application-specific processing
ptr->uiEvent(state);
}
// scroll
static void uiScroll(GLFWwindow* wnd, double xoffset, double yoffset) {
// extract data from user pointer
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
// update state
uiUpdateState(wnd);
// set scroll info, scale by buffer-to-window ratio
state->type = mjEVENT_SCROLL;
state->sx = xoffset * ptr->buffer2window;
state->sy = yoffset * ptr->buffer2window;
// application-specific processing
ptr->uiEvent(state);
}
// resize
static void uiResize(GLFWwindow* wnd, int width, int height) {
// extract data from user pointer
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
// set layout
ptr->uiLayout(state);
// update state
uiUpdateState(wnd);
// set resize info
state->type = mjEVENT_RESIZE;
// stop dragging
state->dragbutton = 0;
state->dragrect = 0;
// application-specific processing (unless called with 0,0 from uiModify)
if (width && height) {
ptr->uiEvent(state);
}
}
static void uiRender(GLFWwindow* wnd) {
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
ptr->uiRender(state);
}
static void uiDrop(GLFWwindow* wnd, int count, const char** paths) {
uiUserPointer* ptr = (uiUserPointer*)Glfw().glfwGetWindowUserPointer(wnd);
mjuiState* state = ptr->state;
ptr->uiDrop(state, count, paths);
}
//------------------------------------------- public API -------------------------------------------
// Compute suitable font scale.
int uiFontScale(GLFWwindow* wnd) {
// compute framebuffer-to-window ratio
int width_win, width_buf, height;
Glfw().glfwGetWindowSize(wnd, &width_win, &height);
Glfw().glfwGetFramebufferSize(wnd, &width_buf, &height);
double b2w = (double)width_buf / (double)width_win;
// compute PPI
int width_MM, height_MM;
Glfw().glfwGetMonitorPhysicalSize(Glfw().glfwGetPrimaryMonitor(), &width_MM, &height_MM);
int width_vmode = Glfw().glfwGetVideoMode(Glfw().glfwGetPrimaryMonitor())->width;
double PPI = 25.4 * b2w * (double)width_vmode / (double)width_MM;
// estimate font scaling, guard against unrealistic PPI
int fs;
if (width_buf>width_win) {
fs = mju_round(b2w * 100);
} else if (PPI>50 && PPI<350) {
fs = mju_round(PPI);
} else {
fs = 150;
}
fs = mju_round(fs * 0.02) * 50;
fs = mjMIN(300, mjMAX(100, fs));
return fs;
}
// Set internal and user-supplied UI callbacks in GLFW window.
void uiSetCallback(GLFWwindow* wnd, mjuiState* state,
uiEventFn uiEvent, uiLayoutFn uiLayout,
uiRenderFn uiUserRender, uiDropFn uiUserDrop) {
// make container with user-supplied objects and set window pointer
uiUserPointer* ptr = (uiUserPointer*) mju_malloc(sizeof(uiUserPointer));
ptr->state = state;
ptr->uiEvent = uiEvent;
ptr->uiLayout = uiLayout;
ptr->uiRender = uiUserRender;
ptr->uiDrop = uiUserDrop;
Glfw().glfwSetWindowUserPointer(wnd, ptr);
// compute framebuffer-to-window pixel ratio
int width_win, width_buf, height;
Glfw().glfwGetWindowSize(wnd, &width_win, &height);
Glfw().glfwGetFramebufferSize(wnd, &width_buf, &height);
ptr->buffer2window = (double)width_buf / (double)width_win;
// set internal callbacks
Glfw().glfwSetKeyCallback(wnd, uiKeyboard);
Glfw().glfwSetCursorPosCallback(wnd, uiMouseMove);
Glfw().glfwSetMouseButtonCallback(wnd, uiMouseButton);
Glfw().glfwSetScrollCallback(wnd, uiScroll);
Glfw().glfwSetWindowSizeCallback(wnd, uiResize);
Glfw().glfwSetWindowRefreshCallback(wnd, uiRender);
Glfw().glfwSetDropCallback(wnd, uiDrop);
}
// Clear UI callbacks in GLFW window.
void uiClearCallback(GLFWwindow* wnd) {
// clear container
if (Glfw().glfwGetWindowUserPointer(wnd)) {
mju_free(Glfw().glfwGetWindowUserPointer(wnd));
Glfw().glfwSetWindowUserPointer(wnd, NULL);
}
// clear internal callbacks
Glfw().glfwSetKeyCallback(wnd, NULL);
Glfw().glfwSetCursorPosCallback(wnd, NULL);
Glfw().glfwSetMouseButtonCallback(wnd, NULL);
Glfw().glfwSetScrollCallback(wnd, NULL);
Glfw().glfwSetWindowSizeCallback(wnd, NULL);
Glfw().glfwSetWindowRefreshCallback(wnd, NULL);
Glfw().glfwSetDropCallback(wnd, NULL);
}
// Modify UI structure.
void uiModify(GLFWwindow* wnd, mjUI* ui, mjuiState* state, mjrContext* con) {
mjui_resize(ui, con);
mjr_addAux(ui->auxid, ui->width, ui->maxheight, ui->spacing.samples, con);
uiResize(wnd, 0, 0);
mjui_update(-1, -1, ui, state, con);
}