private void MouseClickOnMap(Object s, GLMouseEventArgs e) { int distmovedsq = gl3dcontroller.MouseMovedSq(e); if (distmovedsq >= 4) { System.Diagnostics.Debug.WriteLine($"Moved mouse {distmovedsq}, reject click"); return; } // System.Diagnostics.Debug.WriteLine("map click"); Object item = FindObjectOnMap(e.ViewportLocation); if (item != null) { if (e.Button == GLMouseEventArgs.MouseButtons.Left) { if (item is HistoryEntry) { travelpath.SetSystem(item as HistoryEntry); } var nl = NameLocationDescription(item); System.Diagnostics.Debug.WriteLine("Click on and slew to " + nl.Item1); SetEntryText(nl.Item1); gl3dcontroller.SlewToPosition(nl.Item2, -1); } else if (e.Button == GLMouseEventArgs.MouseButtons.Right) { rightclickmenu.Tag = item; rightclickmenu.Show(displaycontrol, e.Location); } } }
private void MouseClickOnMap(Object s, GLMouseEventArgs e) { int distmovedsq = gl3dcontroller.MouseMovedSq(e); //3dcontroller is monitoring mouse movements if (distmovedsq < 4) { var geo = findshader.GetShader <GLPLGeoShaderFindTriangles>(OpenTK.Graphics.OpenGL4.ShaderType.GeometryShader); geo.SetScreenCoords(e.ViewportLocation, matrixcalc.ViewPort.Size); rifind.Execute(findshader, glwfc.RenderState); var res = geo.GetResult(); if (res != null) { for (int i = 0; i < res.Length; i++) { System.Diagnostics.Debug.WriteLine(i + " = " + res[i]); } if (e.Button == GLMouseEventArgs.MouseButtons.Left) { track = (int)res[0].Y; } else if (e.Button == GLMouseEventArgs.MouseButtons.Right) { rightclickmenubody.Tag = (int)res[0].Y; rightclickmenubody.Show(displaycontrol, e.Location); } } else { if (e.Button == GLMouseEventArgs.MouseButtons.Right) { rightclickmenuscreen.Show(displaycontrol, e.Location); } } } }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; GLRenderState rl = GLRenderState.Lines(1); { items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } float h = 0; if (h != -1) { items.Add(new GLColorShaderWorld(), "COS-1L"); int dist = 1000; Color cr = Color.FromArgb(100, Color.White); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1), new Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1), new Color4[] { cr }) ); } GLMatrixCalc mc = new GLMatrixCalc(); mc.PerspectiveNearZDistance = 1f; mc.PerspectiveFarZDistance = 500000f; if (true) { bool testform1 = true; mc.ResizeViewPort(this, glwfc.Size); // must establish size before starting displaycontrol = new GLControlDisplay(items, glwfc, mc); // hook form to the window - its the master, it takes its size fro mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; if (testform1) { GLForm pform = new GLForm("Form1", "GL Menu demonstration", new Rectangle(10, 10, 600, 200)); displaycontrol.Add(pform); if (true) { GLMenuStrip menubar = new GLMenuStrip("Menubar", new Rectangle(0, 0, 500, 24)); menubar.AutoOpenDelay = 1000; menubar.Font = new Font("Euro Caps", 12); menubar.Dock = DockingType.Top; menubar.SubMenuBorderWidth = 1; GLMenuItem l1 = new GLMenuItem("MI-0A", "MenuA"); menubar.Add(l1); GLMenuItem l1a = new GLMenuItem("A-1", "MenuA-1"); GLMenuItem l1b = new GLMenuItem("A-2", "MenuA-2"); l1b.CheckOnClick = true; l1b.Checked = true; GLMenuItem l1c = new GLMenuItem("A-3", "MenuA-3") { Image = Properties.Resources.GoToHomeSystem }; l1c.CheckOnClick = true; l1.SubMenuItems = new List <GLBaseControl>() { l1a, l1b, l1c }; GLMenuItem l1a1 = new GLMenuItem("A-1-1", "MenuA-1-1"); GLMenuItem l1a2 = new GLMenuItem("A-1-2", "MenuA-1-2"); GLMenuItem l1a21 = new GLMenuItem("A-1-2-1", "MenuA-1-2-1"); GLMenuItem l1a22 = new GLMenuItem("A-1-2-2", "MenuA-1-2-2"); l1a2.SubMenuItems = new List <GLBaseControl>() { l1a21, l1a22 }; GLCheckBox l1a3 = new GLCheckBox("A-1-3", new Rectangle(0, 0, 0, 0), "CheckBox A-1-3"); l1a3.CheckOnClick = true; l1a3.CheckChanged += (bc) => { menubar.CloseMenus(); }; // need to associate check changed with closing menus - optional GLComboBox l1a4 = new GLComboBox("A-1-4", new Rectangle(0, 0, 0, 0), new List <string>() { "one", "two", "three" }); l1a4.SelectedIndexChanged += (c) => { menubar.CloseMenus(); }; l1a4.DisableChangeKeys = true; l1a.SubMenuItems = new List <GLBaseControl>() { l1a1, l1a2, l1a3, l1a4 }; GLMenuItem l2 = new GLMenuItem("MI-0B", "MenuB"); menubar.Add(l2); GLMenuItem l2a = new GLMenuItem("B-1", "MenuB-1"); l2a.Click += (s) => { System.Diagnostics.Debug.WriteLine("Clicked Menu " + s.Name); }; GLMenuItem l2b = new GLMenuItem("B-2", "MenuB-2"); l2.SubMenuItems = new List <GLBaseControl>() { l2a, l2b }; GLMenuItem l3 = new GLMenuItem("MI-0C", "MenuC"); menubar.Add(l3); pform.Add(menubar); } } if (true) { GLContextMenu ctx1, ctx2; ctx1 = new GLContextMenu("CM1"); GLMenuItem cm1 = new GLMenuItem("CM1A", "Menu-1"); cm1.CheckOnClick = true; GLMenuItem cm2 = new GLMenuItem("CM1B", "Menu-2"); cm2.CheckOnClick = true; GLMenuItem cm3 = new GLMenuItem("CM1C", "Menu-3"); GLMenuItem l1a1 = new GLMenuItem("CM1C-1", "Menu-1-1"); l1a1.CheckOnClick = true; GLMenuItem l1a2 = new GLMenuItem("CM1C-2", "MenuA-1-2"); GLCheckBox l1a3 = new GLCheckBox("CM1C-3", new Rectangle(0, 0, 0, 0), "CheckBox A-1-3"); l1a3.CheckOnClick = true; cm3.SubMenuItems = new List <GLBaseControl>() { l1a1, l1a2, l1a3 }; int count = 0; ctx1.Opening += (c1, c2) => { bool on = count++ % 2 == 0; System.Diagnostics.Debug.WriteLine($"Set cm2 state {on}"); cm2.Visible = on; }; ctx1.Add(cm1); ctx1.Add(cm2); ctx1.Add(cm3); Color tc = Color.Orange; ctx2 = new GLContextMenu("CM1", new GLMenuItem[] { new GLMenuItem("CM1A", "MenuR1") { CheckOnClick = true, ForeColor = tc }, new GLMenuItem("CM1B", "MenuR2") { CheckOnClick = true, Enabled = false, ForeColor = tc }, new GLMenuItem("CM1C", "MenuR3") { CheckOnClick = true }, new GLMenuItem("CM1C", "MenuR4") { CheckOnClick = true }, new GLMenuItem("CM1C", "MenuR5") { }, }); ctx2.Font = new Font("Euro caps", 18f); displaycontrol.MouseClick += (s, ev) => { if (ev.Button == GLMouseEventArgs.MouseButtons.Left) { System.Diagnostics.Debug.WriteLine($"*********************** OPEN"); ctx1.Show(displaycontrol, ev.ScreenCoord); } else if (ev.Button == GLMouseEventArgs.MouseButtons.Right) { ctx2.Show(displaycontrol, ev.ScreenCoord); } }; } } gl3dcontroller = new Controller3D(); gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = Controller3dDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 10.0f); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; if (displaycontrol != null) { gl3dcontroller.Start(mc, displaycontrol, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { displaycontrol.Render(glwfc.RenderState, ts); // we use the same matrix calc as done in controller 3d draw }; } else { gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events } systemtimer.Interval = 25; systemtimer.Tick += new EventHandler(SystemTick); systemtimer.Start(); }