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https://github.com/gwm17/glfw.git
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1155c83013
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.
390 lines
11 KiB
C
390 lines
11 KiB
C
//========================================================================
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// Cursor & input mode tests
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//
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// This test provides an interface to the cursor image and cursor mode
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// parts of the API.
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//
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// Custom cursor image generation by urraka.
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//
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//========================================================================
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#if defined(_MSC_VER)
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// Make MS math.h define M_PI
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#define _USE_MATH_DEFINES
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#endif
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "linmath.h"
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#define CURSOR_FRAME_COUNT 60
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static const char* vertex_shader_text =
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"#version 110\n"
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"uniform mat4 MVP;\n"
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"attribute vec2 vPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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"}\n";
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static const char* fragment_shader_text =
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"#version 110\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0);\n"
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"}\n";
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static double cursor_x;
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static double cursor_y;
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static int swap_interval = 1;
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static int wait_events = GLFW_TRUE;
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static int animate_cursor = GLFW_FALSE;
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static int track_cursor = GLFW_FALSE;
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static GLFWcursor* standard_cursors[6];
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static void error_callback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static float star(int x, int y, float t)
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{
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const float c = 64 / 2.f;
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const float i = (0.25f * (float) sin(2.f * M_PI * t) + 0.75f);
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const float k = 64 * 0.046875f * i;
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const float dist = (float) sqrt((x - c) * (x - c) + (y - c) * (y - c));
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const float salpha = 1.f - dist / c;
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const float xalpha = (float) x == c ? c : k / (float) fabs(x - c);
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const float yalpha = (float) y == c ? c : k / (float) fabs(y - c);
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return (float) fmax(0.f, fmin(1.f, i * salpha * 0.2f + salpha * xalpha * yalpha));
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}
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static GLFWcursor* create_cursor_frame(float t)
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{
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int i = 0, x, y;
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unsigned char buffer[64 * 64 * 4];
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const GLFWimage image = { 64, 64, buffer };
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for (y = 0; y < image.width; y++)
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{
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for (x = 0; x < image.height; x++)
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{
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buffer[i++] = 255;
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buffer[i++] = 255;
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buffer[i++] = 255;
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buffer[i++] = (unsigned char) (255 * star(x, y, t));
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}
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}
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return glfwCreateCursor(&image, image.width / 2, image.height / 2);
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}
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static void cursor_position_callback(GLFWwindow* window, double x, double y)
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{
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printf("%0.3f: Cursor position: %f %f (%+f %+f)\n",
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glfwGetTime(),
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x, y, x - cursor_x, y - cursor_y);
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cursor_x = x;
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cursor_y = y;
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}
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static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (action != GLFW_PRESS)
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return;
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switch (key)
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{
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case GLFW_KEY_A:
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{
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animate_cursor = !animate_cursor;
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if (!animate_cursor)
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glfwSetCursor(window, NULL);
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break;
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}
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case GLFW_KEY_ESCAPE:
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{
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if (glfwGetInputMode(window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
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{
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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break;
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}
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/* FALLTHROUGH */
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}
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case GLFW_KEY_N:
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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printf("(( cursor is normal ))\n");
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break;
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case GLFW_KEY_D:
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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printf("(( cursor is disabled ))\n");
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break;
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case GLFW_KEY_H:
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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printf("(( cursor is hidden ))\n");
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break;
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case GLFW_KEY_R:
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if (!glfwRawMouseMotionSupported())
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break;
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if (glfwGetInputMode(window, GLFW_RAW_MOUSE_MOTION))
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{
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
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printf("(( raw input is disabled ))\n");
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}
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else
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{
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glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
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printf("(( raw input is enabled ))\n");
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}
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break;
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case GLFW_KEY_SPACE:
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swap_interval = 1 - swap_interval;
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printf("(( swap interval: %i ))\n", swap_interval);
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glfwSwapInterval(swap_interval);
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break;
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case GLFW_KEY_W:
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wait_events = !wait_events;
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printf("(( %sing for events ))\n", wait_events ? "wait" : "poll");
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break;
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case GLFW_KEY_T:
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track_cursor = !track_cursor;
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break;
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case GLFW_KEY_0:
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glfwSetCursor(window, NULL);
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break;
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case GLFW_KEY_1:
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glfwSetCursor(window, standard_cursors[0]);
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break;
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case GLFW_KEY_2:
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glfwSetCursor(window, standard_cursors[1]);
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break;
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case GLFW_KEY_3:
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glfwSetCursor(window, standard_cursors[2]);
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break;
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case GLFW_KEY_4:
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glfwSetCursor(window, standard_cursors[3]);
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break;
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case GLFW_KEY_5:
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glfwSetCursor(window, standard_cursors[4]);
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break;
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case GLFW_KEY_6:
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glfwSetCursor(window, standard_cursors[5]);
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break;
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}
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}
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int main(void)
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{
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int i;
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GLFWwindow* window;
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GLFWcursor* star_cursors[CURSOR_FRAME_COUNT];
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GLFWcursor* current_frame = NULL;
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GLuint vertex_buffer, vertex_shader, fragment_shader, program;
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GLint mvp_location, vpos_location;
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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for (i = 0; i < CURSOR_FRAME_COUNT; i++)
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{
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star_cursors[i] = create_cursor_frame(i / (float) CURSOR_FRAME_COUNT);
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if (!star_cursors[i])
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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}
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for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++)
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{
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const int shapes[] = {
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GLFW_ARROW_CURSOR,
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GLFW_IBEAM_CURSOR,
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GLFW_CROSSHAIR_CURSOR,
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GLFW_HAND_CURSOR,
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GLFW_HRESIZE_CURSOR,
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GLFW_VRESIZE_CURSOR
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};
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standard_cursors[i] = glfwCreateStandardCursor(shapes[i]);
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if (!standard_cursors[i])
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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window = glfwCreateWindow(640, 480, "Cursor Test", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(window);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glGenBuffers(1, &vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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glCompileShader(vertex_shader);
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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glCompileShader(fragment_shader);
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program = glCreateProgram();
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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mvp_location = glGetUniformLocation(program, "MVP");
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vpos_location = glGetAttribLocation(program, "vPos");
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glEnableVertexAttribArray(vpos_location);
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glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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sizeof(vec2), (void*) 0);
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glUseProgram(program);
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glfwGetCursorPos(window, &cursor_x, &cursor_y);
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printf("Cursor position: %f %f\n", cursor_x, cursor_y);
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glfwSetCursorPosCallback(window, cursor_position_callback);
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glfwSetKeyCallback(window, key_callback);
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while (!glfwWindowShouldClose(window))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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if (track_cursor)
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{
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int wnd_width, wnd_height, fb_width, fb_height;
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float scale;
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vec2 vertices[4];
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mat4x4 mvp;
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glfwGetWindowSize(window, &wnd_width, &wnd_height);
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glfwGetFramebufferSize(window, &fb_width, &fb_height);
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glViewport(0, 0, fb_width, fb_height);
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scale = (float) fb_width / (float) wnd_width;
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vertices[0][0] = 0.f;
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vertices[0][1] = (float) (fb_height - cursor_y * scale);
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vertices[1][0] = (float) fb_width;
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vertices[1][1] = (float) (fb_height - cursor_y * scale);
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vertices[2][0] = (float) (cursor_x * scale);
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vertices[2][1] = 0.f;
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vertices[3][0] = (float) (cursor_x * scale);
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vertices[3][1] = (float) fb_height;
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glBufferData(GL_ARRAY_BUFFER,
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sizeof(vertices),
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vertices,
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GL_STREAM_DRAW);
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mat4x4_ortho(mvp, 0.f, (float) fb_width, 0.f, (float) fb_height, 0.f, 1.f);
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glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
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glDrawArrays(GL_LINES, 0, 4);
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}
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glfwSwapBuffers(window);
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if (animate_cursor)
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{
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const int i = (int) (glfwGetTime() * 30.0) % CURSOR_FRAME_COUNT;
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if (current_frame != star_cursors[i])
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{
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glfwSetCursor(window, star_cursors[i]);
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current_frame = star_cursors[i];
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}
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}
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else
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current_frame = NULL;
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if (wait_events)
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{
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if (animate_cursor)
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glfwWaitEventsTimeout(1.0 / 30.0);
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else
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glfwWaitEvents();
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}
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else
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glfwPollEvents();
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// Workaround for an issue with msvcrt and mintty
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fflush(stdout);
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}
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glfwDestroyWindow(window);
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for (i = 0; i < CURSOR_FRAME_COUNT; i++)
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glfwDestroyCursor(star_cursors[i]);
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for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++)
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glfwDestroyCursor(standard_cursors[i]);
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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