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+#include "xshaperectangle.hpp"
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+
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+Rectangle::Rectangle( glm::vec2 p1, glm::vec2 p2, float border, float padding, glm::vec4 color, bool highlight ) {
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+ this->color = convertColor( color );
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+ this->border = border;
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+ this->padding = padding;
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+ this->highlight = highlight;
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+ this->alpha = color.a;
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+ // Find each corner of the rectangle
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+ ul = glm::vec2( glm::min( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
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+ bl = glm::vec2( glm::min( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
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+ ur = glm::vec2( glm::max( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
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+ br = glm::vec2( glm::max( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
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+ // Offset the inner corners by the padding.
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+ ul = ul + glm::vec2(-padding,padding);
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+ bl = bl + glm::vec2(-padding,-padding);
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+ ur = ur + glm::vec2(padding,padding);
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+ br = br + glm::vec2(padding,-padding);
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+ // Create the outer corners by offsetting the inner by the bordersize
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+ oul = ul + glm::vec2(-border,border);
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+ obl = bl + glm::vec2(-border,-border);
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+ our = ur + glm::vec2(border,border);
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+ obr = br + glm::vec2(border,-border);
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+
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+ XSetWindowAttributes attributes;
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+ // Set up the window so it's our color
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+ attributes.background_pixel = this->color.pixel;
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+ // Disable window decorations.
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+ attributes.override_redirect = True;
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+ // Make sure we know when we've been successfully destroyed later!
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+ attributes.event_mask = StructureNotifyMask;
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+ unsigned long valueMask = CWBackPixel | CWOverrideRedirect | CWEventMask;
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+ // Create the window
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+ window = XCreateWindow( x11->display, x11->root, 0, 0, WidthOfScreen( x11->screen ), HeightOfScreen( x11->screen ),
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+ 0, CopyFromParent, InputOutput,
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+ CopyFromParent, valueMask, &attributes );
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+ if ( alpha < 1 ) {
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+ // Change the window opacity
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+ unsigned int cardinal_alpha = (unsigned int) (alpha * (unsigned int)-1) ;
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+ XChangeProperty( x11->display, window, XInternAtom( x11->display, "_NET_WM_WINDOW_OPACITY", 0),
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+ XA_CARDINAL, 32, PropModeReplace, (unsigned char*)&cardinal_alpha, 1 );
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+ }
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+ // Set the class hint, and title to "slop"
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+ XClassHint classhints;
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+ char name[] = "slop";
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+ classhints.res_name = name;
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+ classhints.res_class = name;
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+ XSetClassHint( x11->display, window, &classhints );
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+ // Now punch a hole into it so it looks like a selection rectangle, but only if we're not highlighting.
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+ generateHoles();
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+ createdWindow = false;
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+}
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+
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+void Rectangle::createWindow() {
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+ if ( createdWindow ) {
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+ return;
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+ }
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+ XMapWindow( x11->display, window );
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+ createdWindow = true;
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+}
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+
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+void Rectangle::generateHoles() {
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+ if ( !highlight ) {
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+ XRectangle rects[4];
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+ // Left
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+ rects[0].x = oul.x;
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+ rects[0].y = obl.y;
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+ rects[0].width = border;
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+ rects[0].height = oul.y-obl.y;
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+ // Top
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+ rects[1].x = ul.x;
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+ rects[1].y = obl.y;
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+ rects[1].width = ur.x-ul.x;
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+ rects[1].height = border;
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+ // Right
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+ rects[2].x = ur.x;
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+ rects[2].y = obr.y;
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+ rects[2].width = border;
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+ rects[2].height = our.y - obr.y;
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+ // Bottom
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+ rects[3].x = bl.x;
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+ rects[3].y = ul.y;
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+ rects[3].width = br.x-bl.x;
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+ rects[3].height = border;
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+ XShapeCombineRectangles( x11->display, window, ShapeBounding, 0, 0, rects, 4, ShapeSet, 0);
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+ return;
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+ }
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+ XRectangle rect;
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+ rect.x = oul.x;
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+ rect.y = obl.y;
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+ rect.width = our.x-oul.x;
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+ rect.height = oul.y-obl.y;
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+ XShapeCombineRectangles( x11->display, window, ShapeBounding, 0, 0, &rect, 1, ShapeSet, 0);
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+}
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+
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+void Rectangle::setPoints( glm::vec2 p1, glm::vec2 p2 ) {
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+ // Find each corner of the rectangle
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+ ul = glm::vec2( glm::min( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
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+ bl = glm::vec2( glm::min( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
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+ ur = glm::vec2( glm::max( p1.x, p2.x ), glm::max( p1.y, p2.y ) ) ;
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+ br = glm::vec2( glm::max( p1.x, p2.x ), glm::min( p1.y, p2.y ) ) ;
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+ // Offset the inner corners by the padding.
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+ ul = ul + glm::vec2(-padding,padding);
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+ bl = bl + glm::vec2(-padding,-padding);
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+ ur = ur + glm::vec2(padding,padding);
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+ br = br + glm::vec2(padding,-padding);
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+ // Create the outer corners by offsetting the inner by the bordersize
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+ oul = ul + glm::vec2(-border,border);
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+ obl = bl + glm::vec2(-border,-border);
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+ our = ur + glm::vec2(border,border);
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+ obr = br + glm::vec2(border,-border);
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+ generateHoles();
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+}
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+
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+Rectangle::~Rectangle() {
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+}
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+
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+void Rectangle::draw( glm::mat4& matrix ) {
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+ // We don't want to be visible until we're asked to draw.
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+ createWindow();
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+}
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+
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+glm::vec4 Rectangle::getRect() {
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+ return glm::vec4( bl.x, bl.y, ur.x-ul.x, ul.y-bl.y );
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+}
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+
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+XColor Rectangle::convertColor( glm::vec4 color ) {
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+ // Convert float colors to shorts.
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+ short red = short( floor( color.r * 65535.f ) );
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+ short green = short( floor( color.g * 65535.f ) );
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+ short blue = short( floor( color.b * 65535.f ) );
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+ XColor xc;
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+ xc.red = red;
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+ xc.green = green;
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+ xc.blue = blue;
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+ int err = XAllocColor( x11->display, DefaultColormap( x11->display, XScreenNumberOfScreen( x11->screen ) ), &xc );
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+ if ( err == BadColor ) {
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+ throw new std::runtime_error(std::string("Couldn't allocate a color"));
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+ }
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+ return xc;
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+}
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