Index: ps/trunk/source/gui/CChart.cpp
===================================================================
--- ps/trunk/source/gui/CChart.cpp (revision 19407)
+++ ps/trunk/source/gui/CChart.cpp (revision 19408)
@@ -1,152 +1,170 @@
/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "CChart.h"
#include "graphics/ShaderManager.h"
#include "lib/ogl.h"
#include "ps/CLogger.h"
#include "renderer/Renderer.h"
#include
CChart::CChart()
{
AddSetting(GUIST_CGUIList, "series_color");
AddSetting(GUIST_CGUISeries, "series");
}
CChart::~CChart()
{
}
void CChart::HandleMessage(SGUIMessage& Message)
{
// TODO: implement zoom
switch (Message.type)
{
case GUIM_SETTINGS_UPDATED:
{
UpdateSeries();
break;
}
}
}
+void CChart::DrawLine(const CShaderProgramPtr& shader, const CColor& color, const std::vector& vertices) const
+{
+ shader->Uniform(str_color, color);
+ shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
+ shader->AssertPointersBound();
+
+ glEnable(GL_LINE_SMOOTH);
+ glLineWidth(1.1f);
+ if (!g_Renderer.m_SkipSubmit)
+ glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
+ glLineWidth(1.0f);
+ glDisable(GL_LINE_SMOOTH);
+}
+
void CChart::Draw()
{
PROFILE3("render chart");
if (!GetGUI())
return;
if (m_Series.empty())
return;
const float bz = GetBufferedZ();
CRect rect = GetChartRect();
const float width = rect.GetWidth();
const float height = rect.GetHeight();
// Disable depth updates to prevent apparent z-fighting-related issues
// with some drivers causing units to get drawn behind the texture.
glDepthMask(0);
// Setup the render state
CMatrix3D transform = GetDefaultGuiMatrix();
CShaderDefines lineDefines;
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid, g_Renderer.GetSystemShaderDefines(), lineDefines);
tech->BeginPass();
CShaderProgramPtr shader = tech->GetShader();
shader->Uniform(str_transform, transform);
CVector2D leftBottom, rightTop;
leftBottom = rightTop = m_Series[0].m_Points[0];
for (const CChartData& data : m_Series)
for (const CVector2D& point : data.m_Points)
{
- if (point.X < leftBottom.X)
+ if (fabs(point.X) != std::numeric_limits::infinity() && point.X < leftBottom.X)
leftBottom.X = point.X;
- if (point.Y < leftBottom.Y)
+ if (fabs(point.Y) != std::numeric_limits::infinity() && point.Y < leftBottom.Y)
leftBottom.Y = point.Y;
- if (point.X > rightTop.X)
+ if (fabs(point.X) != std::numeric_limits::infinity() && point.X > rightTop.X)
rightTop.X = point.X;
- if (point.Y > rightTop.Y)
+ if (fabs(point.Y) != std::numeric_limits::infinity() && point.Y > rightTop.Y)
rightTop.Y = point.Y;
}
+ if (rightTop.Y == leftBottom.Y)
+ rightTop.Y += 1;
+ if (rightTop.X == leftBottom.X)
+ rightTop.X += 1;
+
CVector2D scale(width / (rightTop.X - leftBottom.X), height / (rightTop.Y - leftBottom.Y));
for (const CChartData& data : m_Series)
{
if (data.m_Points.empty())
continue;
std::vector vertices;
- vertices.reserve(data.m_Points.size() * 3);
for (const CVector2D& point : data.m_Points)
{
- vertices.push_back(rect.left + (point.X - leftBottom.X) * scale.X);
- vertices.push_back(rect.bottom - (point.Y - leftBottom.Y) * scale.Y);
- vertices.push_back(bz + 0.5f);
+ if (fabs(point.Y) != std::numeric_limits::infinity() && fabs(point.Y) != std::numeric_limits::infinity())
+ {
+ vertices.push_back(rect.left + (point.X - leftBottom.X) * scale.X);
+ vertices.push_back(rect.bottom - (point.Y - leftBottom.Y) * scale.Y);
+ vertices.push_back(bz + 0.5f);
+ }
+ else
+ {
+ DrawLine(shader, data.m_Color, vertices);
+ vertices.clear();
+ }
}
- shader->Uniform(str_color, data.m_Color);
- shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
- shader->AssertPointersBound();
-
- glEnable(GL_LINE_SMOOTH);
- glLineWidth(1.1f);
- if (!g_Renderer.m_SkipSubmit)
- glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
- glLineWidth(1.0f);
- glDisable(GL_LINE_SMOOTH);
+ if (!vertices.empty())
+ DrawLine(shader, data.m_Color, vertices);
}
tech->EndPass();
// Reset depth mask
glDepthMask(1);
}
CRect CChart::GetChartRect() const
{
return m_CachedActualSize;
}
void CChart::UpdateSeries()
{
CGUISeries* pSeries;
GUI::GetSettingPointer(this, "series", pSeries);
CGUIList* pSeriesColor;
GUI::GetSettingPointer(this, "series_color", pSeriesColor);
m_Series.clear();
m_Series.resize(pSeries->m_Series.size());
for (size_t i = 0; i < pSeries->m_Series.size(); ++i)
{
CChartData& data = m_Series[i];
if (i < pSeriesColor->m_Items.size() && !GUI::ParseColor(pSeriesColor->m_Items[i].GetOriginalString(), data.m_Color, 0))
LOGWARNING("GUI: Error parsing 'series_color' (\"%s\")", utf8_from_wstring(pSeriesColor->m_Items[i].GetOriginalString()));
data.m_Points = pSeries->m_Series[i];
}
}
Index: ps/trunk/source/gui/CChart.h
===================================================================
--- ps/trunk/source/gui/CChart.h (revision 19407)
+++ ps/trunk/source/gui/CChart.h (revision 19408)
@@ -1,64 +1,70 @@
/* Copyright (C) 2016 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#ifndef INCLUDED_CCHART
#define INCLUDED_CCHART
#include "GUI.h"
#include "graphics/Color.h"
#include "maths/Vector2D.h"
#include
struct CChartData
{
CColor m_Color;
std::vector m_Points;
};
/**
-* Chart for a data visualization as lines or points
-*
-* @see IGUIObject
-*/
+ * Chart for a data visualization as lines or points
+ *
+ * @see IGUIObject
+ */
class CChart : public IGUIObject
{
GUI_OBJECT(CChart)
public:
CChart();
virtual ~CChart();
protected:
/**
- * @see IGUIObject#HandleMessage()
- */
+ * @see IGUIObject#HandleMessage()
+ */
virtual void HandleMessage(SGUIMessage& Message);
/**
- * Draws the Chart
- */
+ * Draws the Chart
+ */
virtual void Draw();
virtual CRect GetChartRect() const;
void UpdateSeries();
std::vector m_Series;
+
+private:
+ /**
+ * Helper function
+ */
+ void DrawLine(const CShaderProgramPtr& shader, const CColor& color, const std::vector& vertices) const;
};
#endif // INCLUDED_CCHART