/** * glamac_view.h - header file from glamac_view.c. */ #ifndef GLAMAC_VIEW_H #define GLAMAC_VIEW_H #include #include "glamacdef.h" // Constants for view #define MIN_PADDING 20 // Minimum padding in pixels #define MAX_PADDING_PERCENT 0.04f // Maximum padding as percentage of window size #define PAN_STEP 0.05f // Step size for keyboard panning #define ZOOM_FACTOR 1.2f // Zoom factor for zoom operations #define MIN_ZOOM 0.5f // Minimum zoom level #define MAX_ZOOM 10.0f // Maximum zoom level // Glass label positioning constants (adjustable parameters) #define LABEL_OFFSET_X 12 // Horizontal offset from glass point (pixels) #define LABEL_OFFSET_Y -8 // Vertical offset from glass point (pixels) #define LABEL_SIZE_SCALE 1.4f // Scale factor for glass name labels // Tight clustering parameters #define MAX_CLUSTER_SIZE 8 // Maximum glasses per cluster #define DEFAULT_TIGHT_CLUSTER_ND_THRESHOLD 0.0005f // Default nd difference threshold #define DEFAULT_TIGHT_CLUSTER_VD_THRESHOLD 0.15f // Default vd difference threshold // Loose clustering parameters (zoom-dependent) #define DEFAULT_LOOSE_CLUSTER_ND_THRESHOLD 0.3f // Default nd base threshold #define DEFAULT_LOOSE_CLUSTER_VD_THRESHOLD 0.55f // Default vd base threshold #define DEFAULT_LOOSE_CLUSTER_ND_FRACTION 4.9f // Default nd fraction of visible range #define DEFAULT_LOOSE_CLUSTER_VD_FRACTION 0.9f // Default vd fraction of visible range // Global tight cluster thresholds (adjustable parameters) extern f32 g_tight_cluster_nd_threshold; extern f32 g_tight_cluster_vd_threshold; // Global loose cluster parameters (adjustable parameters) extern f32 g_loose_cluster_nd_threshold; // Base threshold extern f32 g_loose_cluster_vd_threshold; // Base threshold extern f32 g_loose_cluster_nd_fraction; // Zoom scaling fraction extern f32 g_loose_cluster_vd_fraction; // Zoom scaling fraction // Tight cluster structure typedef struct { i32 glassIndices[MAX_CLUSTER_SIZE]; // Indices of glasses in this cluster i32 count; // Number of glasses in cluster i32 representativeIndex; // Index of glass with shortest name f32 avgAbbeNumber; // Average position for reference f32 avgRefractiveIndex; } TightCluster; // Loose cluster structure (zoom-dependent) typedef struct { i32 glassIndices[MAX_CLUSTER_SIZE]; // Indices of glasses in this cluster i32 count; // Number of glasses in cluster i32 representativeIndex; // Index of glass with shortest name f32 avgAbbeNumber; // Average position for reference f32 avgRefractiveIndex; } LooseCluster; // State for zooming and panning typedef struct { f32 zoomLevel; f32 offsetX; f32 offsetY; i32 windowWidth; i32 windowHeight; f32 minAbbe; f32 maxAbbe; f32 minRI; f32 maxRI; b32 showHelp; // Flag to show/hide help window b32 gKeyPressed; // Flag to track if 'g' was pressed u32 gKeyTime; // Time when 'g' was pressed for sequence timing i32 selectedGlass; // Index of selected glass (-1 if none) i32 selectedCluster; // Index of selected tight cluster (-1 if none) // Tight cluster data (per catalog) TightCluster* tightClusters; // Array of tight clusters for current catalog i32 tightClusterCount; // Number of tight clusters // Loose cluster data (per catalog, zoom-dependent) LooseCluster* looseClusters; // Array of loose clusters for current catalog i32 looseClusterCount; // Number of loose clusters // Label recalculation tracking f32 lastZoomLevel; // Last zoom level for which labels were calculated i32 lastWindowWidth; // Last window width for labels i32 lastWindowHeight; // Last window height for labels f32 lastOffsetX; // Last X offset for labels f32 lastOffsetY; // Last Y offset for labels } ViewState; // Initialize a view state with default values void init_view_state(ViewState* view, i32 windowWidth, i32 windowHeight); // Refresh view state data range when catalog changes void refresh_view_data_range(ViewState* view); // Helper function to calculate adaptive padding static inline i32 get_adaptive_padding(const ViewState* view) { i32 padding = (i32)(view->windowWidth * MAX_PADDING_PERCENT); return padding > MIN_PADDING ? padding : MIN_PADDING; } // Convert glass data to screen coordinates with zoom and offset static inline void data_to_screen_coords(f32 abbeNumber, f32 refractiveIndex, const ViewState* view, i32 *x, i32 *y) { const i32 padding = get_adaptive_padding(view); // Apply zoom and offset transformation // FLIPPED: Use 1.0f - normalized to flip the Abbe number axis f32 normalizedX = 1.0f - (abbeNumber - view->minAbbe) / (view->maxAbbe - view->minAbbe); f32 normalizedY = (refractiveIndex - view->minRI) / (view->maxRI - view->minRI); // Transform with zoom and offset normalizedX = (normalizedX - 0.5f) * view->zoomLevel + 0.5f + view->offsetX; normalizedY = (normalizedY - 0.5f) * view->zoomLevel + 0.5f + view->offsetY; // Convert to screen coordinates *x = padding + (i32)(normalizedX * (view->windowWidth - 2 * padding)); *y = view->windowHeight - padding - (i32)(normalizedY * (view->windowHeight - 2 * padding)); } // Convert screen coordinates to data values static inline void screen_to_data_coords(i32 x, i32 y, const ViewState* view, f32 *abbeNumber, f32 *refractiveIndex) { const i32 padding = get_adaptive_padding(view); // Convert to normalized coordinates f32 normalizedX = (f32)(x - padding) / (view->windowWidth - 2 * padding); f32 normalizedY = (f32)(view->windowHeight - y - padding) / (view->windowHeight - 2 * padding); // Reverse transform with zoom and offset normalizedX = (normalizedX - view->offsetX - 0.5f) / view->zoomLevel + 0.5f; normalizedY = (normalizedY - view->offsetY - 0.5f) / view->zoomLevel + 0.5f; // Convert to data values - FLIPPED axis logic for Abbe *abbeNumber = view->maxAbbe - normalizedX * (view->maxAbbe - view->minAbbe); *refractiveIndex = view->minRI + normalizedY * (view->maxRI - view->minRI); } // Find the nearest glass to a given screen position i32 find_nearest_glass(i32 x, i32 y, const ViewState* view, f32 maxDistance); // Calculate visible data range based on current view void get_visible_data_range(const ViewState* view, f32 *visibleMinAbbe, f32 *visibleMaxAbbe, f32 *visibleMinRI, f32 *visibleMaxRI); // Handle mouse wheel zoom void handle_mouse_wheel_zoom(i32 wheelY, i32 mouseX, i32 mouseY, ViewState* view); // Toggle fullscreen void toggle_fullscreen(SDL_Window* window); // Reset view to default void reset_view(ViewState* view); // Tight clustering functions void create_tight_clusters(ViewState* view); void free_tight_clusters(ViewState* view); i32 find_tight_cluster_for_glass(i32 glassIndex, const ViewState* view); // Loose clustering functions (zoom-dependent) void create_loose_clusters(ViewState* view); void free_loose_clusters(ViewState* view); i32 find_loose_cluster_for_glass(i32 glassIndex, const ViewState* view); // Combined clustering logic b32 should_show_glass_label(i32 glassIndex, const ViewState* view); #endif /* GLAMAC_VIEW_H */