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glfw/tests/cursor.c
A. Tombs 1b17a5293c Add version directives to GLSL shaders
Although not technically required, I believe it is best practice for
shaders to specify which version of the GLSL spec they conform to.

Closes #864.
2016-12-05 14:06:39 +01:00

374 lines
10 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_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);
}