ResInsight/VisualizationModules/LibRender/cvfOverlayColorLegend.h

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//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfOverlayItem.h"
#include "cvfArray.h"
#include "cvfCamera.h"
#include "cvfString.h"
#include "cvfRect.h"
namespace cvf {
class Font;
class ShaderProgram;
class MatrixState;
class TextDrawer;
class LegendScalarMapper;
//==================================================================================================
//
// Helper for storing layout info
//
//==================================================================================================
struct OverlayColorLegendLayoutInfo
{
OverlayColorLegendLayoutInfo(const Vec2ui& pos, const Vec2ui& setSize)
{
position = pos;
size = setSize;
}
float charHeight;
float lineSpacing;
Vec2f margins;
float tickX;
float x0, x1;
Rectf legendRect;
ref<DoubleArray> tickPixelPos;
Vec2ui position;
Vec2ui size;
};
//==================================================================================================
//
// Overlay color legend
//
//==================================================================================================
class OverlayColorLegend : public OverlayItem
{
public:
OverlayColorLegend(Font* font);
virtual ~OverlayColorLegend();
virtual Vec2ui sizeHint();
virtual Vec2ui maximumSize();
virtual Vec2ui minimumSize();
void setScalarMapper(const LegendScalarMapper* scalarMapper);
virtual void render(OpenGLContext* oglContext, const Vec2ui& position, const Vec2ui& size);
virtual void renderSoftware(OpenGLContext* oglContext, const Vec2ui& position, const Vec2ui& size);
void setSizeHint(const Vec2ui& size);
void setColor(const Color3f& color);
const Color3f& color() const;
void setTitle(const String& title);
String title() const;
protected:
void render(OpenGLContext* oglContext, const Vec2ui& position, const Vec2ui& size, bool software);
virtual void renderLegend(OpenGLContext* oglContext, OverlayColorLegendLayoutInfo* layout, const MatrixState& matrixState);
virtual void renderLegendImmediateMode(OpenGLContext* oglContext, OverlayColorLegendLayoutInfo* layout);
virtual void setupTextDrawer(TextDrawer* textDrawer, OverlayColorLegendLayoutInfo* layout);
void layoutInfo(OverlayColorLegendLayoutInfo* layout);
protected:
DoubleArray m_tickValues; // Ticks between each level + top and bottom of legend (n+1 entries)
std::vector<bool> m_visibleTickLabels; // Skip tick labels ending up on top of previous visible label
Vec2ui m_sizeHint; // Pixel size of the color legend area
Color3f m_color;
std::vector<String> m_titleStrings;
ref<Font> m_font;
cref<LegendScalarMapper> m_scalarMapper;
};
}