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glfw/tests/cursor.c
Camilla Löwy 1155c83013 Rename raw input to raw mouse motion, cleanup
This renames 'raw input' to 'raw mouse motion' as there are other kinds
of raw input.  The update path is restructured to avoid reinitializing
all of disabled cursor mode.  Modification of shared state is moved out
into shared code.  Raw mouse motion is disabled by default for
compatibility.

Related to #1401.
2019-02-22 13:04:11 +01:00

390 lines
11 KiB
C

//========================================================================
// Cursor & input mode tests
// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
//
// This test provides an interface to the cursor image and cursor mode
// parts of the API.
//
// Custom cursor image generation by urraka.
//
//========================================================================
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#if defined(_MSC_VER)
// Make MS math.h define M_PI
#define _USE_MATH_DEFINES
#endif
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "linmath.h"
#define CURSOR_FRAME_COUNT 60
static const char* vertex_shader_text =
"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec2 vPos;\n"
"void main()\n"
"{\n"
" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
"}\n";
static const char* fragment_shader_text =
"#version 110\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0);\n"
"}\n";
static double cursor_x;
static double cursor_y;
static int swap_interval = 1;
static int wait_events = GLFW_TRUE;
static int animate_cursor = GLFW_FALSE;
static int track_cursor = GLFW_FALSE;
static GLFWcursor* standard_cursors[6];
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
static float star(int x, int y, float t)
{
const float c = 64 / 2.f;
const float i = (0.25f * (float) sin(2.f * M_PI * t) + 0.75f);
const float k = 64 * 0.046875f * i;
const float dist = (float) sqrt((x - c) * (x - c) + (y - c) * (y - c));
const float salpha = 1.f - dist / c;
const float xalpha = (float) x == c ? c : k / (float) fabs(x - c);
const float yalpha = (float) y == c ? c : k / (float) fabs(y - c);
return (float) fmax(0.f, fmin(1.f, i * salpha * 0.2f + salpha * xalpha * yalpha));
}
static GLFWcursor* create_cursor_frame(float t)
{
int i = 0, x, y;
unsigned char buffer[64 * 64 * 4];
const GLFWimage image = { 64, 64, buffer };
for (y = 0; y < image.width; y++)
{
for (x = 0; x < image.height; x++)
{
buffer[i++] = 255;
buffer[i++] = 255;
buffer[i++] = 255;
buffer[i++] = (unsigned char) (255 * star(x, y, t));
}
}
return glfwCreateCursor(&image, image.width / 2, image.height / 2);
}
static void cursor_position_callback(GLFWwindow* window, double x, double y)
{
printf("%0.3f: Cursor position: %f %f (%+f %+f)\n",
glfwGetTime(),
x, y, x - cursor_x, y - cursor_y);
cursor_x = x;
cursor_y = y;
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (action != GLFW_PRESS)
return;
switch (key)
{
case GLFW_KEY_A:
{
animate_cursor = !animate_cursor;
if (!animate_cursor)
glfwSetCursor(window, NULL);
break;
}
case GLFW_KEY_ESCAPE:
{
if (glfwGetInputMode(window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
break;
}
/* FALLTHROUGH */
}
case GLFW_KEY_N:
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
printf("(( cursor is normal ))\n");
break;
case GLFW_KEY_D:
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
printf("(( cursor is disabled ))\n");
break;
case GLFW_KEY_H:
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
printf("(( cursor is hidden ))\n");
break;
case GLFW_KEY_R:
if (!glfwRawMouseMotionSupported())
break;
if (glfwGetInputMode(window, GLFW_RAW_MOUSE_MOTION))
{
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
printf("(( raw input is disabled ))\n");
}
else
{
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
printf("(( raw input is enabled ))\n");
}
break;
case GLFW_KEY_SPACE:
swap_interval = 1 - swap_interval;
printf("(( swap interval: %i ))\n", swap_interval);
glfwSwapInterval(swap_interval);
break;
case GLFW_KEY_W:
wait_events = !wait_events;
printf("(( %sing for events ))\n", wait_events ? "wait" : "poll");
break;
case GLFW_KEY_T:
track_cursor = !track_cursor;
break;
case GLFW_KEY_0:
glfwSetCursor(window, NULL);
break;
case GLFW_KEY_1:
glfwSetCursor(window, standard_cursors[0]);
break;
case GLFW_KEY_2:
glfwSetCursor(window, standard_cursors[1]);
break;
case GLFW_KEY_3:
glfwSetCursor(window, standard_cursors[2]);
break;
case GLFW_KEY_4:
glfwSetCursor(window, standard_cursors[3]);
break;
case GLFW_KEY_5:
glfwSetCursor(window, standard_cursors[4]);
break;
case GLFW_KEY_6:
glfwSetCursor(window, standard_cursors[5]);
break;
}
}
int main(void)
{
int i;
GLFWwindow* window;
GLFWcursor* star_cursors[CURSOR_FRAME_COUNT];
GLFWcursor* current_frame = NULL;
GLuint vertex_buffer, vertex_shader, fragment_shader, program;
GLint mvp_location, vpos_location;
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
for (i = 0; i < CURSOR_FRAME_COUNT; i++)
{
star_cursors[i] = create_cursor_frame(i / (float) CURSOR_FRAME_COUNT);
if (!star_cursors[i])
{
glfwTerminate();
exit(EXIT_FAILURE);
}
}
for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++)
{
const int shapes[] = {
GLFW_ARROW_CURSOR,
GLFW_IBEAM_CURSOR,
GLFW_CROSSHAIR_CURSOR,
GLFW_HAND_CURSOR,
GLFW_HRESIZE_CURSOR,
GLFW_VRESIZE_CURSOR
};
standard_cursors[i] = glfwCreateStandardCursor(shapes[i]);
if (!standard_cursors[i])
{
glfwTerminate();
exit(EXIT_FAILURE);
}
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
window = glfwCreateWindow(640, 480, "Cursor Test", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
glGenBuffers(1, &vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
glCompileShader(vertex_shader);
fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
glCompileShader(fragment_shader);
program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
mvp_location = glGetUniformLocation(program, "MVP");
vpos_location = glGetAttribLocation(program, "vPos");
glEnableVertexAttribArray(vpos_location);
glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
sizeof(vec2), (void*) 0);
glUseProgram(program);
glfwGetCursorPos(window, &cursor_x, &cursor_y);
printf("Cursor position: %f %f\n", cursor_x, cursor_y);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetKeyCallback(window, key_callback);
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT);
if (track_cursor)
{
int wnd_width, wnd_height, fb_width, fb_height;
float scale;
vec2 vertices[4];
mat4x4 mvp;
glfwGetWindowSize(window, &wnd_width, &wnd_height);
glfwGetFramebufferSize(window, &fb_width, &fb_height);
glViewport(0, 0, fb_width, fb_height);
scale = (float) fb_width / (float) wnd_width;
vertices[0][0] = 0.f;
vertices[0][1] = (float) (fb_height - cursor_y * scale);
vertices[1][0] = (float) fb_width;
vertices[1][1] = (float) (fb_height - cursor_y * scale);
vertices[2][0] = (float) (cursor_x * scale);
vertices[2][1] = 0.f;
vertices[3][0] = (float) (cursor_x * scale);
vertices[3][1] = (float) fb_height;
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertices),
vertices,
GL_STREAM_DRAW);
mat4x4_ortho(mvp, 0.f, (float) fb_width, 0.f, (float) fb_height, 0.f, 1.f);
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
glDrawArrays(GL_LINES, 0, 4);
}
glfwSwapBuffers(window);
if (animate_cursor)
{
const int i = (int) (glfwGetTime() * 30.0) % CURSOR_FRAME_COUNT;
if (current_frame != star_cursors[i])
{
glfwSetCursor(window, star_cursors[i]);
current_frame = star_cursors[i];
}
}
else
current_frame = NULL;
if (wait_events)
{
if (animate_cursor)
glfwWaitEventsTimeout(1.0 / 30.0);
else
glfwWaitEvents();
}
else
glfwPollEvents();
// Workaround for an issue with msvcrt and mintty
fflush(stdout);
}
glfwDestroyWindow(window);
for (i = 0; i < CURSOR_FRAME_COUNT; i++)
glfwDestroyCursor(star_cursors[i]);
for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++)
glfwDestroyCursor(standard_cursors[i]);
glfwTerminate();
exit(EXIT_SUCCESS);
}