GGEventImpl.mesa
Last edited by Bier on August 19, 1985 4:19:09 pm PDT
Contents: Once an event reaches the front of the slack-process queue, it is dispatched to one of the procedures in this module.
Stone, August 9, 1985 2:38:57 pm PDT
DIRECTORY
BasicTime, CubicSplines, FS, GGAlign, GGButtons, GGCaret, GGDescribe, GGDrawProcess, GGError, GGEvent, GGGraphicsButton, GGGravity, GGInterfaceTypes, GGModelTypes, GGObjects, GGRefresh, GGSegment, GGSelect, GGTouch, GGVector, GGViewerOps, GGWindow, Imager, ImagerColor, ImagerInterpress, IO, Random, Real, Rope, Rosary, TiogaButtons, ViewerClasses, ViewerIO, ViewerOps, ViewerTools;
GGEventImpl: CEDAR PROGRAM
IMPORTS BasicTime, FS, GGAlign, GGButtons, GGCaret, GGDescribe, GGDrawProcess, GGError, GGGraphicsButton, GGGravity, GGObjects, GGRefresh, GGSegment, GGSelect, GGTouch, GGVector, GGViewerOps, GGWindow, Imager, ImagerColor, ImagerInterpress, IO, Random, Real, Rope, Rosary, TiogaButtons, ViewerIO, ViewerOps, ViewerTools
EXPORTS GGEvent =
BEGIN
Cluster: TYPE = GGModelTypes.Cluster;
EntityGenerator: TYPE = GGModelTypes.EntityGenerator;
GargoyleData: TYPE = GGInterfaceTypes.GargoyleData;
Outline: TYPE = GGModelTypes.Outline;
Point: TYPE = GGModelTypes.Point;
ScalarButtonClient: TYPE = GGInterfaceTypes.ScalarButtonClient;
Segment: TYPE = GGModelTypes.Segment;
Sequence: TYPE = GGModelTypes.Sequence;
Traj: TYPE = GGModelTypes.Traj;
TrajGenerator: TYPE = GGModelTypes.TrajGenerator;
TwoState: TYPE = GGInterfaceTypes.TwoState;
SegmentGenerator: TYPE = GGModelTypes.SegmentGenerator;
SequenceGenerator: TYPE = GGModelTypes.SequenceGenerator;
Vector: TYPE = GGModelTypes.Vector;
Viewer: TYPE = ViewerClasses.Viewer;
File Operations
Clear: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {};
Reset: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {};
Get: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {};
Store: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {};
Split: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {};
Interpress: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
ipRef: ImagerInterpress.Ref;
wdir, ipName, fullName: Rope.ROPE;
success: BOOL;
pixelsPerMeter: REAL ← 0.0254 / 72.0;
TIMING VARIABLES
startTime: BasicTime.GMT;
endTime: BasicTime.GMT;
totalTime: INT;
msgRope: Rope.ROPE;
The Painting Call
DoMakeInterpress: PROC [dc: Imager.Context] = {
Imager.ScaleT[dc, pixelsPerMeter];
GGRefresh.InterpressEntireScene[dc, gargoyleData];
};
ipName ← ViewerTools.GetSelectionContents[];
IF Rope.Length[ipName] = 0 THEN RETURN;
wdir ← gargoyleData.originalWorkingDirectory;
success ← TRUE;
[fullName,,] ← FS.ExpandName[ipName, wdir
! FS.Error => IF error.group = user THEN {
success ← FALSE;
CONTINUE;
}
];
IF NOT success THEN RETURN;
ipRef ← ImagerInterpress.Create[fullName];
msgRope ← IO.PutFR["Writing to interpress file: %g . . . ", [rope[fullName]]];
GGError.Append[msgRope, begin];
START TIMING
startTime ← BasicTime.Now[];
ImagerInterpress.DoPage[ipRef, DoMakeInterpress, 1.0];
ImagerInterpress.Close[ipRef];
endTime ← BasicTime.Now[];
totalTime ← BasicTime.Period[startTime, endTime];
msgRope ← IO.PutFR[" Done in time (%r)", [integer[totalTime]]];
GGError.Append[msgRope, end];
};
Master Menu
Hierarchy Menu
Delete: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
parentOutline: Outline;
entityGen: EntityGenerator;
entityGen ← GGSelect.SelectedEntities[gargoyleData, normal];
FOR entity: REF ANY ← GGObjects.NextEntity[entityGen], GGObjects.NextEntity[entityGen] UNTIL entity = NIL DO
GGSelect.DeselectEntity[entity, gargoyleData, normal];
GGSelect.DeselectEntity[entity, gargoyleData, copy];
GGSelect.DeselectEntity[entity, gargoyleData, hot];
GGSelect.DeselectEntity[entity, gargoyleData, active];
WITH entity SELECT FROM
cluster: Cluster => ERROR NotYetImplemented;
outline: Outline => {
GGObjects.DeleteOutline[gargoyleData.scene, outline];
GGTouch.OutlineDeleted[outline, gargoyleData];
};
seq: Sequence => {
parentOutline ← GGObjects.OutlineOfTraj[seq.traj];
IF GGObjects.HasHoles[parentOutline] THEN {
SELECT seq.traj.role FROM
hole => ERROR NotYetImplemented;
open => ERROR; -- impossible since the outline has holes
fence => {
GGError.Append["You can't delete the fence trajectory of an outline with holes.", oneLiner];
LOOP;
};
ENDCASE => ERROR;
}
ELSE {
IF seq.all THEN { -- the whole trajectory is selected
GGObjects.DeleteOutline[gargoyleData.scene, parentOutline];
GGTouch.OutlineDeleted[parentOutline, gargoyleData];
}
ELSE { -- part of a trajectory is selected. Remove the parts in a sensible fashion. This may require breaking up the trajectory into pieces. Remove all of the pieces from touching lists.
ERROR NotYetImplemented;
};
};
};
ENDCASE => ERROR;
ENDLOOP;
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
SelectAll: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGSelect.DeselectAll[gargoyleData, normal];
GGSelect.SelectAll[gargoyleData, normal];
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
NotYetImplemented: PUBLIC SIGNAL = CODE;
Curve Menu
SetStraight: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
seqGen: SequenceGenerator;
segmentGen: SegmentGenerator;
traj: Traj;
newSeg: Segment;
seqGen ← GGSelect.SelectedSequences[gargoyleData, normal];
FOR seq: Sequence ← GGObjects.NextSequence[seqGen], GGObjects.NextSequence[seqGen] UNTIL seq = NIL DO
segmentGen ← GGObjects.SegmentsInSequence[seq];
traj ← seq.traj;
FOR next: GGObjects.SegAndIndex ← GGObjects.NextSegmentAndIndex[segmentGen], GGObjects.NextSegmentAndIndex[segmentGen] UNTIL next.seg = NIL DO
newSeg ← GGSegment.MakeLine[next.seg.lo, next.seg.hi];
AddSegment[traj, newSeg, next];
ENDLOOP;
ENDLOOP;
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
SetArc: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
seqGen: SequenceGenerator;
segmentGen: SegmentGenerator;
traj: Traj;
newSeg: Segment;
p0, p1, p2: Point;
seqGen ← GGSelect.SelectedSequences[gargoyleData, normal];
FOR seq: Sequence ← GGObjects.NextSequence[seqGen], GGObjects.NextSequence[seqGen] UNTIL seq = NIL DO
segmentGen ← GGObjects.SegmentsInSequence[seq];
traj ← seq.traj;
FOR next: GGObjects.SegAndIndex ← GGObjects.NextSegmentAndIndex[segmentGen], GGObjects.NextSegmentAndIndex[segmentGen] UNTIL next.seg = NIL DO
Choose a random p1:
p0 ← next.seg.lo;
p2 ← next.seg.hi;
p1 ← GetPt[p0, GGVector.Sub[p2,p0], GGVector.Distance[p0,p1]];
newSeg ← GGSegment.MakeArc[p0, p1, p2];
AddSegment[traj, newSeg, next];
ENDLOOP;
ENDLOOP;
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
SetConic: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
seqGen: SequenceGenerator;
segmentGen: SegmentGenerator;
traj: Traj;
newSeg: Segment;
p0, p1, p2: Point;
seqGen ← GGSelect.SelectedSequences[gargoyleData, normal];
FOR seq: Sequence ← GGObjects.NextSequence[seqGen], GGObjects.NextSequence[seqGen] UNTIL seq = NIL DO
segmentGen ← GGObjects.SegmentsInSequence[seq];
traj ← seq.traj;
FOR next: GGObjects.SegAndIndex ← GGObjects.NextSegmentAndIndex[segmentGen], GGObjects.NextSegmentAndIndex[segmentGen] UNTIL next.seg = NIL DO
p0 ← next.seg.lo;
p2 ← next.seg.hi;
p1 ← GetPt[p0, GGVector.Sub[p2,p0], GGVector.Distance[p0,p1]];
newSeg ← GGSegment.MakeConic[p0, p1, p2, 0.7];
AddSegment[traj, newSeg, next];
ENDLOOP;
ENDLOOP;
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
random: Random.RandomStream ← Random.Create[10000,0];
NewV: PROC RETURNS[REAL] = {RETURN[Random.NextInt[random]/10000.0]};
GetPt: PROC[p0, dir: Point, maxL: REAL] RETURNS [pt: Point] = {
Choose a random p near the line p0, p2:
scale1: REAL ← NewV[]*maxL;
angle: REAL ← 180*NewV[]-90; --range -90..90
pt ← GGVector.Add[GGVector.Scale[GGVector.VectorPlusAngle[dir,angle], scale1], p0];
};
GetPtSequence: PROC[p0,p1: Point, n: NAT] RETURNS [CubicSplines.KnotSequence] ={
points: CubicSplines.KnotSequence ← NEW[CubicSplines.KnotSequenceRec[n+2]];
dir: Point ← GGVector.Sub[p1,p0];
inc: REAL ← GGVector.Distance[p0,p1]/(n-2);
maxL: REAL ← inc;
points[0] ← p0;
FOR i: NAT IN [1..points.length-1) DO
points[i] ← GetPt[p0, dir, maxL];
maxL ← maxL+inc;
ENDLOOP;
points[points.length-1] ← p1;
RETURN[points];
};
AddSegment: PROC[traj: Traj, newSeg: Segment, next: GGObjects.SegAndIndex] = {
traj.segments ← Rosary.Cat[ Rosary.Substr[traj.segments, 0, next.index], Rosary.FromItem[newSeg], Rosary.Substr[traj.segments, next.index+1, GGObjects.HiSegment[traj]-next.index] ];
};
SetBezier: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
seqGen: SequenceGenerator;
segmentGen: SegmentGenerator;
traj: Traj;
newSeg: Segment;
p0, p1, p2, p3: Point;
seqGen ← GGSelect.SelectedSequences[gargoyleData, normal];
FOR seq: Sequence ← GGObjects.NextSequence[seqGen], GGObjects.NextSequence[seqGen] UNTIL seq = NIL DO
segmentGen ← GGObjects.SegmentsInSequence[seq];
traj ← seq.traj;
FOR next: GGObjects.SegAndIndex ← GGObjects.NextSegmentAndIndex[segmentGen], GGObjects.NextSegmentAndIndex[segmentGen] UNTIL next.seg = NIL DO
Choose a random p1 and p2:
length: REAL ← GGVector.Distance[next.seg.lo, next.seg.hi];
dir: Point ← GGVector.Sub[p3,p0];
p0 ← next.seg.lo;
p1 ← GetPt[p0, dir,length*0.7];
p2 ← GetPt[p0, dir,length];
p3 ← next.seg.hi;
newSeg ← GGSegment.MakeBezier[p0, p1, p2, p3];
AddSegment[traj, newSeg, next];
ENDLOOP;
ENDLOOP;
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
SetSpline: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
seqGen: SequenceGenerator;
segmentGen: SegmentGenerator;
traj: Traj;
newSeg: Segment;
seqGen ← GGSelect.SelectedSequences[gargoyleData, normal];
FOR seq: Sequence ← GGObjects.NextSequence[seqGen], GGObjects.NextSequence[seqGen] UNTIL seq = NIL DO
segmentGen ← GGObjects.SegmentsInSequence[seq];
traj ← seq.traj;
FOR next: GGObjects.SegAndIndex ← GGObjects.NextSegmentAndIndex[segmentGen], GGObjects.NextSegmentAndIndex[segmentGen] UNTIL next.seg = NIL DO
Choose a random number of knots and positions:
length: REAL ← GGVector.Distance[next.seg.lo, next.seg.hi];
type: CubicSplines.SplineType ← naturalAL;
nKnots: INT ← Real.RoundLI[10*NewV[]];
cps: CubicSplines.KnotSequence ← GetPtSequence[next.seg.lo, next.seg.hi, nKnots];
newSeg ← GGSegment.MakeCubicSpline[cps, type];
AddSegment[traj, newSeg, next];
ENDLOOP;
ENDLOOP;
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
Edit Curve Menu
Close: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
traj: Traj;
firstPoint, lastPoint: Point;
seg: Segment;
[traj,----,----,----,----] ← GGCaret.GetChair[gargoyleData.caret];
IF traj = NIL THEN {
GGError.Append["There is no caret trajectory to close.", oneLiner];
GGError.Blink[];
RETURN;
};
GGError.Append["The caret trajectory will be closed.", oneLiner];
firstPoint ← GGObjects.FetchJointPos[traj, 0];
lastPoint ← GGObjects.LastJointPos[traj];
seg ← GGSegment.MakeLine[lastPoint, firstPoint];
GGObjects.CloseWithSegment[traj, seg, lo];
GGObjects.SetFillColor[GGObjects.OutlineOfTraj[traj], Imager.MakeGray[0.5]];
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
Debug Menu
TestGravity: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
Within the bounds of the viewer, randomly choose mouse positions. See if that mouse position is in range of any object. If so, draw a dot at that point. Repeat until 100 points have been drawn.
xRandomStream, yRandomStream: Random.RandomStream;
testPoint: Point;
x, y: INT;
totalCount: NAT ← 0;
s: IO.STREAM;
resultPoint: Point;
feature: REF ANY;
countRope: Rope.ROPE;
environ: GGGravity.ObjectBag;
xRandomStream ← Random.Create[gargoyleData.actionArea.cw];
yRandomStream ← Random.Create[gargoyleData.actionArea.ch];
environ ← GGGravity.CreateObjectBag[];
GGAlign.AddItemsForAction[gargoyleData, environ, $SelectPoint];
IF environ = NIL THEN {
GGError.Append["Add some trajectories to test gravity.", oneLiner];
GGError.Blink[];
RETURN;
};
gargoyleData.hitTest.environ ← environ;
GGWindow.Painter[$PaintAlign, gargoyleData];
gargoyleData.hitTest.hitCount ← 0;
UNTIL totalCount > 1000 DO
IF gargoyleData.aborted THEN {
gargoyleData.aborted ← FALSE;
EXIT;
};
x ← Random.NextInt[xRandomStream];
y ← Random.NextInt[yRandomStream];
testPoint ← [x, y];
testPoint ← GGWindow.ScreenToWorld[testPoint, gargoyleData.camera];
gargoyleData.refresh.spotPoint ← testPoint;
[resultPoint, feature] ← GGGravity.Map[testPoint, gargoyleData.hitTest.tolerance, environ, gargoyleData];
IF feature # NIL THEN {
gargoyleData.refresh.hitPoint ← resultPoint;
GGWindow.Painter[$PaintHitLine, gargoyleData];
gargoyleData.hitTest.hitCount ← gargoyleData.hitTest.hitCount + 1;
}
ELSE {
GGWindow.Painter[$PaintSpot, gargoyleData];
};
totalCount ← totalCount + 1;
ENDLOOP;
s ← IO.ROS[];
s.PutF["Tested %g total points. %g were hits", [integer[totalCount]], [integer[gargoyleData.hitTest.hitCount]]];
countRope ← IO.RopeFromROS[s];
GGError.Append[countRope, oneLiner];
};
DrawTouchPoints: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGWindow.Painter[$PaintTouchPoints, gargoyleData];
};
DescribeTouchPoints: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGTouch.DescribeAllTouchPoints[gargoyleData];
};
DrawBoundBoxes: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGWindow.Painter[$PaintBoundBoxes, gargoyleData];
};
DrawSelectionBox: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGWindow.Painter[$PaintSelectionBox, gargoyleData];
};
Typescript: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
newViewer: Viewer;
inHandle, outHandle: IO.STREAM;
[inHandle, outHandle, newViewer] ← MakeNewViewerAndHandle[];
GGError.SetErrorStream[outHandle];
gargoyleData.debug.typescript ← newViewer;
};
MakeNewViewerAndHandle: PRIVATE PROC [] RETURNS [in, out: IO.STREAM, newViewer: Viewer] = {
newViewer ← ViewerOps.CreateViewer[
flavor: $TypeScript,
info: [
name: "Gargoyle Script",
menu: NIL,
data: NIL,
iconic: TRUE,
column: right,
scrollable: TRUE,
icon: unInit
],
paint: FALSE];
ViewerOps.SetOpenHeight[newViewer, 120];
ViewerOps.OpenIcon[icon: newViewer, closeOthers: FALSE, bottom: TRUE, paint: TRUE];
[in, out] ← ViewerIO.CreateViewerStreams["gargoyle script", newViewer, NIL, TRUE];
};
SlackLog: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGDrawProcess.OutputLog[];
};
DescribeCaretObject: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
chair: Traj;
description, msgRope: Rope.ROPE;
isJoint: BOOL;
jointNum: NAT;
seg: Segment;
[chair, isJoint, ----, jointNum, seg] ← GGCaret.GetChair[gargoyleData.caret];
IF isJoint THEN {
description ← GGDescribe.DescribeJoint[chair, jointNum];
}
ELSE {
segNum: INT;
segNum ← GGObjects.IndexOfSegment[seg, chair];
IF segNum = -1 THEN description ← Rope.Concat["Nonexistent segment of ", GGDescribe.DescribeTraj[chair]]
ELSE description ← GGDescribe.DescribeSegment[chair, segNum];
};
msgRope ← IO.PutFR["Caret is on %g.", [rope[description]]];
GGError.Append[msgRope, oneLiner];
};
Style Operations
LineWidth: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
strokeWidth: REAL;
msgRope: Rope.ROPE;
sequenceGen: SequenceGenerator;
widthRef: REF INTNARROW[event.rest.first];
width: NAT ← widthRef^;
strokeWidth ← width;
msgRope ← IO.PutFR["Selected objects will have line width %g.", [real[strokeWidth]]];
GGError.Append[msgRope, oneLiner];
sequenceGen ← GGSelect.SelectedSequences[gargoyleData, normal];
FOR sequence: Sequence ← GGObjects.NextSequence[sequenceGen], GGObjects.NextSequence[sequenceGen] UNTIL sequence = NIL DO
GGObjects.SetStrokeWidth[sequence, strokeWidth];
ENDLOOP;
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
AreaColorBlack: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
outline: Outline;
entityGen: EntityGenerator;
entityGen ← GGSelect.SelectedEntities[gargoyleData, normal];
FOR entity: REF ANY ← GGObjects.NextEntity[entityGen], GGObjects.NextEntity[entityGen] UNTIL entity = NIL DO
WITH entity SELECT FROM
seq: Sequence => outline ← GGObjects.OutlineOfTraj[seq.traj];
traj: Traj => outline ← GGObjects.OutlineOfTraj[traj];
o: Outline => outline ← o;
cluster: Cluster => ERROR NotYetImplemented;
ENDCASE => ERROR;
GGObjects.SetFillColor[outline, Imager.black];
ENDLOOP;
};
AreaColorWhite: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
outline: Outline;
entityGen: EntityGenerator;
entityGen ← GGSelect.SelectedEntities[gargoyleData, normal];
FOR entity: REF ANY ← GGObjects.NextEntity[entityGen], GGObjects.NextEntity[entityGen] UNTIL entity = NIL DO
WITH entity SELECT FROM
seq: Sequence => outline ← GGObjects.OutlineOfTraj[seq.traj];
traj: Traj => outline ← GGObjects.OutlineOfTraj[traj];
o: Outline => outline ← o;
cluster: Cluster => ERROR NotYetImplemented;
ENDCASE => ERROR;
GGObjects.SetFillColor[outline, Imager.white];
ENDLOOP;
};
AreaColorGray: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
outline: Outline;
entityGen: EntityGenerator;
entityGen ← GGSelect.SelectedEntities[gargoyleData, normal];
FOR entity: REF ANY ← GGObjects.NextEntity[entityGen], GGObjects.NextEntity[entityGen] UNTIL entity = NIL DO
WITH entity SELECT FROM
seq: Sequence => outline ← GGObjects.OutlineOfTraj[seq.traj];
traj: Traj => outline ← GGObjects.OutlineOfTraj[traj];
o: Outline => outline ← o;
cluster: Cluster => ERROR NotYetImplemented;
ENDCASE => ERROR;
GGObjects.SetFillColor[outline, ImagerColor.ColorFromGray[0.5]];
ENDLOOP;
};
Alignment Operations
MakeHot: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
entityGen: EntityGenerator;
entityGen ← GGSelect.SelectedEntities[gargoyleData, normal];
FOR entity: REF ANY ← GGObjects.NextEntity[entityGen], GGObjects.NextEntity[entityGen] UNTIL entity = NIL DO
GGSelect.SelectEntity[entity, gargoyleData, hot];
ENDLOOP;
};
MakeCold: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
entityGen: EntityGenerator;
entityGen ← GGSelect.SelectedEntities[gargoyleData, normal];
FOR entity: REF ANY ← GGObjects.NextEntity[entityGen], GGObjects.NextEntity[entityGen] UNTIL entity = NIL DO
GGSelect.DeselectEntity[entity, gargoyleData, hot];
ENDLOOP;
};
DropAnchor: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGCaret.Copy[gargoyleData.anchor, gargoyleData.caret];
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
KillAnchor: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGCaret.Kill[gargoyleData.anchor];
GGWindow.Painter[$PaintEntireScene, gargoyleData];
};
GravityChoiceChange: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
info: GGInterfaceTypes.EnumTypeRef ← gargoyleData.hitTest.gravityTypeMenu;
name: Rope.ROPE;
IF event.rest.first = $FlipForward THEN
GGButtons.TimeToFlipThru[LIST[$FlipForward, info]]
ELSE
GGButtons.TimeToFlipThru[LIST[$FlipBackward, info]];
name ← info.flipLabel.name;
SELECT TRUE FROM
Rope.Equal[name, "StrictDistance", TRUE] => gargoyleData.hitTest.gravityType ← strictDistance;
Rope.Equal[name, "PointsPreferred", TRUE] => gargoyleData.hitTest.gravityType ← innerCircle;
Rope.Equal[name, "Sectors", TRUE] => gargoyleData.hitTest.gravityType ← sectors;
Rope.Equal[name, "None", TRUE] => gargoyleData.hitTest.gravityType ← none;
ENDCASE => ERROR;
};
GravityExtentChange: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
value: REAL;
msgRope: Rope.ROPE;
graphicsState: GGGraphicsButton.GraphicsState ← gargoyleData.hitTest.gravityExtentButton;
value ← GGGraphicsButton.GetValue[graphicsState];
SELECT event.rest.first FROM
$ValueUp => {
value ← value*2.0;
msgRope ← IO.PutFR["Gravity extent is now %g screen dots.", [real[value]] ];
GGError.Append[msgRope, oneLiner];
GGGraphicsButton.SetButtonValueAndPaint[graphicsState, value];
};
$ValueDown => {
value ← value/2.0;
msgRope ← IO.PutFR["Gravity extent is now %g screen dots.", [real[value]] ];
GGError.Append[msgRope, oneLiner];
GGGraphicsButton.SetButtonValueAndPaint[graphicsState, value];
};
$InitialValue => {};
ENDCASE => ERROR;
gargoyleData.hitTest.tolerance ← value;
gargoyleData.hitTest.criticalR ← value;
gargoyleData.hitTest.innerR ← value;
};
ToggleAlwaysOn: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
stateInfo: TwoState ← gargoyleData.hitTest.linesAlwaysOn;
GGButtons.SwitchState[stateInfo];
};
ToggleDoubleBuffer: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
stateInfo: TwoState ← gargoyleData.refresh.doubleBuffer;
GGButtons.SwitchState[stateInfo];
};
SlopePrompt: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
viewer: Viewer ← gargoyleData.hitTest.slopeText;
ViewerTools.SetSelection[viewer];
};
AddSlope: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
Doesn't properly handle end conditions. Assumes that some buttons already exist.
slope: REAL;
thisButton: ScalarButtonClient;
tiogaButton: TiogaButtons.TiogaButton;
slope ← GGViewerOps.GetReal[gargoyleData.hitTest.slopeText, 90.0];
thisButton ← gargoyleData.hitTest.slopeButtons;
UNTIL thisButton.next = NIL DO thisButton ← thisButton.next ENDLOOP;
tiogaButton ← thisButton.button;
[] ← GGButtons.AddScalarButton[tiogaButton, slope, LIST[$ToggleSlope, NEW[REAL ← slope]], FALSE, gargoyleData];
};
GetSlope: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
seqGen: SequenceGenerator;
segGen: SegmentGenerator;
seq, next: Sequence;
direction: Vector;
degrees: REAL;
seqGen ← GGSelect.SelectedSequences[gargoyleData, normal];
seq ← GGObjects.NextSequence[seqGen];
next ← GGObjects.NextSequence[seqGen];
IF next # NIL THEN {
GGError.Append["Select a single sequence for a GetSlope.", oneLiner];
GGError.Blink[];
};
segGen ← GGObjects.SegmentsInSequence[seq];
FOR seg: Segment ← GGObjects.NextSegment[segGen], GGObjects.NextSegment[segGen] UNTIL seg = NIL DO
direction ← GGVector.VectorFromPoints[seg.lo, seg.hi];
degrees ← GGVector.AngleFromVector[direction];
IF degrees < 0.0 THEN degrees ← degrees + 180.0;
BEGIN
thisButton: ScalarButtonClient;
tiogaButton: TiogaButtons.TiogaButton;
thisButton ← gargoyleData.hitTest.slopeButtons;
UNTIL thisButton.next = NIL DO thisButton ← thisButton.next ENDLOOP;
tiogaButton ← thisButton.button;
[] ← GGButtons.AddScalarButton[tiogaButton, degrees, LIST[$ToggleSlope, NEW[REAL ← degrees]], FALSE, gargoyleData];
END
ENDLOOP;
};
ToggleSlope: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
slope: REAL;
firstButton, pushedButton: ScalarButtonClient;
tiogaButton: TiogaButtons.TiogaButton;
WITH event.rest.first SELECT FROM
int: REF INT => slope ← int^;
real: REF REAL => slope ← real^;
ENDCASE => ERROR;
firstButton ← gargoyleData.hitTest.slopeButtons;
FOR thisButton: ScalarButtonClient ← firstButton, thisButton.next UNTIL thisButton = NIL DO
IF thisButton.value = slope THEN {
pushedButton ← thisButton;
EXIT;
};
REPEAT
FINISHED => ERROR;
ENDLOOP;
tiogaButton ← pushedButton.button;
IF pushedButton.on THEN {
pushedButton.on ← FALSE;
TiogaButtons.ChangeButtonLooks[tiogaButton, "", "b"];
}
ELSE {
pushedButton.on ← TRUE;
TiogaButtons.ChangeButtonLooks[tiogaButton, "b", ""];
};
};
DeleteSlope: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {};
RadiusPrompt: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
viewer: Viewer ← gargoyleData.hitTest.radiusText;
ViewerTools.SetSelection[viewer];
};
AddRadius: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
Doesn't properly handle end conditions. Assumes that some buttons already exist.
radius: REAL;
thisButton: ScalarButtonClient;
tiogaButton: TiogaButtons.TiogaButton;
radius ← GGViewerOps.GetReal[gargoyleData.hitTest.radiusText, 72.0];
thisButton ← gargoyleData.hitTest.radiusButtons;
UNTIL thisButton.next = NIL DO thisButton ← thisButton.next ENDLOOP;
tiogaButton ← thisButton.button;
[] ← GGButtons.AddScalarButton[tiogaButton, radius, LIST[$ToggleRadius, NEW[REAL ← radius]], FALSE, gargoyleData];
};
GetRadius: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
seqGen: SequenceGenerator;
segGen: SegmentGenerator;
seq, next: Sequence;
radius: REAL;
seqGen ← GGSelect.SelectedSequences[gargoyleData, normal];
seq ← GGObjects.NextSequence[seqGen];
next ← GGObjects.NextSequence[seqGen];
IF next # NIL THEN {
GGError.Append["Select a single sequence for a GetRadius.", oneLiner];
GGError.Blink[];
};
segGen ← GGObjects.SegmentsInSequence[seq];
FOR seg: Segment ← GGObjects.NextSegment[segGen], GGObjects.NextSegment[segGen] UNTIL seg = NIL DO
radius ← GGVector.Distance[seg.lo, seg.hi];
BEGIN
thisButton: ScalarButtonClient;
tiogaButton: TiogaButtons.TiogaButton;
thisButton ← gargoyleData.hitTest.radiusButtons;
UNTIL thisButton.next = NIL DO thisButton ← thisButton.next ENDLOOP;
tiogaButton ← thisButton.button;
[] ← GGButtons.AddScalarButton[tiogaButton, radius, LIST[$ToggleRadius, NEW[REAL ← radius]], FALSE, gargoyleData];
END
ENDLOOP;
};
ToggleRadius: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
radius: REAL;
firstButton, pushedButton: ScalarButtonClient;
tiogaButton: TiogaButtons.TiogaButton;
WITH event.rest.first SELECT FROM
int: REF INT => radius ← int^;
real: REF REAL => radius ← real^;
ENDCASE => ERROR;
firstButton ← gargoyleData.hitTest.radiusButtons;
FOR thisButton: ScalarButtonClient ← firstButton, thisButton.next UNTIL thisButton = NIL DO
IF thisButton.value = radius THEN {
pushedButton ← thisButton;
EXIT;
};
REPEAT
FINISHED => ERROR;
ENDLOOP;
tiogaButton ← pushedButton.button;
IF pushedButton.on THEN {
pushedButton.on ← FALSE;
TiogaButtons.ChangeButtonLooks[tiogaButton, "", "b"];
}
ELSE {
pushedButton.on ← TRUE;
TiogaButtons.ChangeButtonLooks[tiogaButton, "b", ""];
};
};
DeleteRadius: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {};
Miscellaneous
Erase: PUBLIC PROC [event: LIST OF REF ANY, gargoyleData: GargoyleData] = {
GGWindow.Painter[$EraseAll, gargoyleData];
};
END.