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