structure AppUpdate = struct open AppType (* This function adjusts the x position to be centre-aligned to the grid * if windowWidth is greater than height * (where screen size does not have 1:1 aspect ratio). *) fun calcRelativeX (x, windowWidth, windowHeight, halfWidth) = if windowWidth > windowHeight then let val difference = windowWidth - windowHeight val offset = Real32.fromInt (difference div 2) in x * (halfWidth - offset) end else x * halfWidth (* Similar to calcRelativeX, except it centre-aligns the y-point * when windowHeight is greater than windowWidth. *) fun calcRelativeY (y, windowWidth, windowHeight, halfHeight) = if windowHeight > windowWidth then let val difference = windowHeight - windowWidth val offset = Real32.fromInt (difference div 2) in y * (halfHeight - offset) end else y * halfHeight local fun helpGetTrianglesVector (lst, acc, windowWidth, windowHeight, halfWidth, halfHeight) = case lst of {x1, y1, x2, y2, x3, y3} :: tl => let val x1 = calcRelativeX (x1, windowWidth, windowHeight, halfWidth) val x2 = calcRelativeX (x2, windowWidth, windowHeight, halfWidth) val x3 = calcRelativeX (x3, windowWidth, windowHeight, halfWidth) val y1 = calcRelativeY (y1, windowWidth, windowHeight, halfHeight) val y2 = calcRelativeY (y2, windowWidth, windowHeight, halfHeight) val y3 = calcRelativeY (y3, windowWidth, windowHeight, halfHeight) val vec = #[ x1 / halfWidth , y1 / halfHeight , x2 / halfWidth , y2 / halfHeight , x3 / halfWidth , y3 / halfHeight ] val acc = vec :: acc in helpGetTrianglesVector (tl, acc, windowWidth, windowHeight, halfWidth, halfHeight) end | [] => acc in fun getTrianglesVector (app: app_type) = let val windowWidth = #windowWidth app val windowHeight = #windowHeight app val halfWidth = Real32.fromInt (windowWidth div 2) val halfHeight = Real32.fromInt (windowHeight div 2) val lst = helpGetTrianglesVector (#triangles app, [], windowWidth, windowHeight, halfWidth, halfHeight) in Vector.concat lst end end fun ltrbToVertex (left, top, right, bottom, r, g, b) = #[ left, bottom, r, g, b , right, bottom, r, g, b , left, top, r, g, b , left, top, r, g, b , right, bottom, r, g, b , right, top, r, g, b ] local fun getVerticalClickPos ( yClickPoints , idx , horizontalPos , mouseX , mouseY , r , g , b , windowWidth , windowHeight ) = if idx = Vector.length yClickPoints then (#[], 0.0, 0.0) else let val curVerticalPos = Vector.sub (yClickPoints, idx) in if mouseY < curVerticalPos - 7.0 orelse mouseY > curVerticalPos + 7.0 then getVerticalClickPos ( yClickPoints , idx + 1 , horizontalPos , mouseX , mouseY , r , g , b , windowWidth , windowHeight ) else let (* calculate normalised device coordinates *) val halfWidth = Real32.fromInt (windowWidth div 2) val halfHeight = Real32.fromInt (windowHeight div 2) val hpos = horizontalPos - halfWidth val vpos = ~(curVerticalPos - halfHeight) (* coordinates to form small box around clicked area *) val left = (hpos - 5.0) / halfWidth val right = (hpos + 5.0) / halfWidth val bottom = (vpos - 5.0) / halfHeight val top = (vpos + 5.0) / halfHeight (* normalised device coordinates of drawVec should be relative * to actual windowWidth and windowHeight, * even if not a square, to display cursor position... *) val drawVec = ltrbToVertex (left, top, right, bottom, r, g, b) in (* * ...however, normalised device coordinate of hpos and vpos * should be relative to the vertical centre * (if height is greater than width) * or horizontal centre * (if width is greater than height). * * So, for example, a 900x1000 resolution * will have clickable points from 50...950, * in increments of 50. * Because we always want to show canvas as a square * with an aspect ratio of 1:1. * For displaying the click position on the screen, drawVec * which uses actual windowWidth and windowHeight, is fine. * However, we want to attach the meaning "start" to 50 * and "end" to 950, * so the hpos and vpos stored in the app's triangle list * subtracts the offset 50 if needed, * allowing us to treat the coordinates as a 900x900 square. * * We may not actually want to render a square to the screen * if the screen's aspect ratio is not 1:1, * but it's the responsibility of the rendering code * which turns triangles into OpenGL vectors * to do that. * *) if windowWidth = windowHeight then let val hpos = hpos / halfWidth val vpos = vpos / halfHeight in (drawVec, hpos, vpos) end else if windowWidth > windowHeight then let val difference = windowWidth - windowHeight val offset = Real32.fromInt (difference div 2) val hpos = hpos / (halfWidth - offset) val vpos = vpos / halfHeight in (drawVec, hpos, vpos) end else (* windowHeight > windowWidth *) let val difference = windowHeight - windowWidth val offset = Real32.fromInt (difference div 2) val hpos = hpos / halfWidth val vpos = vpos / (halfHeight - offset) in (drawVec, hpos, vpos) end end end fun getHorizontalClickPos ( xClickPoints , yClickPoints , idx , mouseX , mouseY , r , g , b , windowWidth , windowHeight ) = if idx = Vector.length xClickPoints then (#[], 0.0, 0.0) else let val curPos = Vector.sub (xClickPoints, idx) in if mouseX < curPos - 7.0 orelse mouseX > curPos + 7.0 then getHorizontalClickPos ( xClickPoints , yClickPoints , idx + 1 , mouseX , mouseY , r , g , b , windowWidth , windowHeight ) else getVerticalClickPos ( yClickPoints , 0 , curPos , mouseX , mouseY , r , g , b , windowWidth , windowHeight ) end in (* * This function returns a vector containing the position data of the * clicked square. * If a square wasn't found at the clicked position, * an empty vector is returned. *) fun getClickPos (mouseX, mouseY, r, g, b, model: app_type) = getHorizontalClickPos ( #xClickPoints model , #yClickPoints model , 0 , mouseX , mouseY , r , g , b , #windowWidth model , #windowHeight model ) end fun getFirstTriangleStageVector (x1, y1, drawVec, model) = let val windowWidth = #windowWidth model val windowHeight = #windowHeight model val halfWidth = Real32.fromInt (windowWidth div 2) val halfHeight = Real32.fromInt (windowHeight div 2) val x1px = calcRelativeX (x1, windowWidth, windowHeight, halfWidth) val left = (x1px - 5.0) / halfWidth val right = (x1px + 5.0) / halfWidth val y1px = calcRelativeY (y1, windowWidth, windowHeight, halfHeight) val top = (y1px + 5.0) / halfHeight val bottom = (y1px - 5.0) / halfHeight val firstVec = ltrbToVertex (left, top, right, bottom, 0.0, 0.0, 1.0) in Vector.concat [firstVec, drawVec] end fun getSecondTriangleStageVector (x1, y1, x2, y2, drawVec, model) = let val windowWidth = #windowWidth model val windowHeight = #windowHeight model val halfWidth = Real32.fromInt (windowWidth div 2) val halfHeight = Real32.fromInt (windowHeight div 2) val x1px = calcRelativeX (x1, windowWidth, windowHeight, halfWidth) val left = (x1px - 5.0) / halfWidth val right = (x1px + 5.0) / halfWidth val y1px = calcRelativeY (y1, windowWidth, windowHeight, halfHeight) val top = (y1px + 5.0) / halfHeight val bottom = (y1px - 5.0) / halfHeight val firstVec = ltrbToVertex (left, top, right, bottom, 0.0, 0.0, 1.0) val x2px = calcRelativeX (x2, windowWidth, windowHeight, halfWidth) val left = (x2px - 5.0) / halfWidth val right = (x2px + 5.0) / halfWidth val y2px = calcRelativeY (y2, windowWidth, windowHeight, halfHeight) val top = (y2px + 5.0) / halfHeight val bottom = (y2px - 5.0) / halfHeight val secVec = ltrbToVertex (left, top, right, bottom, 0.0, 0.0, 1.0) in Vector.concat [firstVec, secVec, drawVec] end fun getTriangleStageVector (model: app_type, drawVec) = case #triangleStage model of NO_TRIANGLE => drawVec | FIRST {x1, y1} => getFirstTriangleStageVector (x1, y1, drawVec, model) | SECOND {x1, y1, x2, y2} => getSecondTriangleStageVector (x1, y1, x2, y2, drawVec, model) local open DrawMessage open InputMessage fun mouseMoveOrRelease (model: app_type, mouseX, mouseY) = let val {xClickPoints, yClickPoints, ...} = model val (drawVec, _, _) = getClickPos (mouseX, mouseY, 1.0, 0.0, 0.0, model) val drawVec = getTriangleStageVector (model, drawVec) val drawMsg = DRAW_BUTTON drawVec in (model, drawMsg, mouseX, mouseY) end fun mouseLeftClick (model: app_type, mouseX, mouseY) = let val {xClickPoints, yClickPoints, ...} = model val (buttonVec, hpos, vpos) = getClickPos (mouseX, mouseY, 0.0, 0.0, 1.0, model) in if Vector.length buttonVec > 0 then case #triangleStage model of NO_TRIANGLE => let val drawVec = getTriangleStageVector (model, buttonVec) val drawMsg = DRAW_BUTTON drawVec val newTriangleStage = FIRST {x1 = hpos, y1 = vpos} val model = AppType.withTriangleStage (model, newTriangleStage) in (model, drawMsg, mouseX, mouseY) end | FIRST {x1, y1} => let val drawVec = getFirstTriangleStageVector (x1, y1, buttonVec, model) val drawMsg = DRAW_BUTTON drawVec val newTriangleStage = SECOND {x1 = x1, y1 = y1, x2 = hpos, y2 = vpos} val model = AppType.withTriangleStage (model, newTriangleStage) in (model, drawMsg, mouseX, mouseY) end | SECOND {x1, y1, x2, y2} => let val model = AppType.addTriangleAndResetStage (model, x1, y1, x2, y2, hpos, vpos) val drawVec = getTrianglesVector model val drawMsg = DRAW_TRIANGLES_AND_RESET_BUTTONS drawVec in (model, drawMsg, mouseX, mouseY) end else (model, NO_DRAW, mouseX, mouseY) end fun resizeWindow (model, mouseX, mouseY, width, height) = let val msg = String.concat [ "resized window. " , "width = " , Int.toString width , " height = " , Int.toString height , "\n" ] val _ = print msg val model = AppType.withWindowResize (model, width, height) val triangles = getTrianglesVector model val graphLines = #graphLines model val drawMsg = RESIZE_TRIANGLES_BUTTONS_AND_GRAPH {triangles = triangles, graphLines = graphLines} in (model, drawMsg, mouseX, mouseY) end in fun update (model: app_type, mouseX, mouseY, inputMsg) = case inputMsg of MOUSE_MOVE {x = mouseX, y = mouseY} => mouseMoveOrRelease (model, mouseX, mouseY) | MOUSE_LEFT_RELEASE => mouseMoveOrRelease (model, mouseX, mouseY) | MOUSE_LEFT_CLICK => mouseLeftClick (model, mouseX, mouseY) | RESIZE_WINDOW {width, height} => resizeWindow (model, mouseX, mouseY, width, height) end end