-/* gltrackball, Copyright (c) 2002, 2005 Jamie Zawinski <jwz@jwz.org>
+/* gltrackball, Copyright (c) 2002-2014 Jamie Zawinski <jwz@jwz.org>
* GL-flavored wrapper for trackball.c
*
* Permission to use, copy, modify, distribute, and sell this software and its
* implied warranty.
*/
-#include "config.h"
-#include <stdlib.h>
#include <math.h>
-#include <GL/gl.h>
+#include <stdlib.h>
+#include <string.h>
+
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+
+#ifdef HAVE_COCOA
+# include "jwxyz.h"
+#else /* !HAVE_COCOA -- real X11 */
+# include <X11/X.h>
+# include <X11/Xlib.h>
+# include <GL/gl.h>
+#endif /* !HAVE_COCOA */
+
+#ifdef HAVE_JWZGLES
+# include "jwzgles.h"
+#endif /* HAVE_JWZGLES */
+
+# define Button4 4 /* WTF */
+# define Button5 5
+# define Button6 6
+# define Button7 7
+
#include "trackball.h"
#include "gltrackball.h"
+/* Bah, copied from ../fps.h */
+#ifdef USE_IPHONE
+ extern double current_device_rotation (void);
+#else
+# define current_device_rotation() (0)
+#endif
+
+
struct trackball_state {
- int x, y;
+ int ow, oh;
+ double x, y;
+ double dx, dy, ddx, ddy;
GLfloat q[4];
+ int button_down_p;
+ int ignore_device_rotation_p;
};
/* Returns a trackball_state object, which encapsulates the stuff necessary
to make dragging the mouse on the window of a GL program do the right thing.
*/
trackball_state *
-gltrackball_init (void)
+gltrackball_init (int ignore_device_rotation_p)
{
trackball_state *ts = (trackball_state *) calloc (1, sizeof (*ts));
if (!ts) return 0;
+ ts->ignore_device_rotation_p = ignore_device_rotation_p;
trackball (ts->q, 0, 0, 0, 0);
return ts;
}
+/* Reset the trackball to the default unrotated state.
+ */
+void
+gltrackball_reset (trackball_state *ts)
+{
+ memset (ts, 0, sizeof(*ts));
+ trackball (ts->q, 0, 0, 0, 0);
+}
+
+
+/* Device rotation interacts very strangely with mouse positions.
+ I'm not entirely sure this is the right fix.
+ */
+static void
+adjust_for_device_rotation (trackball_state *ts,
+ double *x, double *y, double *w, double *h)
+{
+ int rot = (int) current_device_rotation();
+ int swap;
+
+ if (ts->ignore_device_rotation_p) return;
+
+ while (rot <= -180) rot += 360;
+ while (rot > 180) rot -= 360;
+
+ if (rot > 135 || rot < -135) /* 180 */
+ {
+ *x = *w - *x;
+ *y = *h - *y;
+ }
+ else if (rot > 45) /* 90 */
+ {
+ swap = *x; *x = *y; *y = swap;
+ swap = *w; *w = *h; *h = swap;
+ *x = *w - *x;
+ }
+ else if (rot < -45) /* 270 */
+ {
+ swap = *x; *x = *y; *y = swap;
+ swap = *w; *w = *h; *h = swap;
+ *y = *h - *y;
+ }
+}
+
+
/* Begin tracking the mouse: Call this when the mouse button goes down.
x and y are the mouse position relative to the window.
w and h are the size of the window.
{
ts->x = x;
ts->y = y;
+ ts->button_down_p = 1;
+ ts->dx = ts->ddx = 0;
+ ts->dy = ts->ddy = 0;
}
-/* Track the mouse: Call this each time the mouse moves with the button down.
- x and y are the new mouse position relative to the window.
- w and h are the size of the window.
+/* Stop tracking the mouse: Call this when the mouse button goes up.
*/
void
-gltrackball_track (trackball_state *ts, int x, int y, int w, int h)
+gltrackball_stop (trackball_state *ts)
+{
+ ts->button_down_p = 0;
+}
+
+static void
+gltrackball_track_1 (trackball_state *ts,
+ double x, double y,
+ int w, int h)
{
+ double X = x;
+ double Y = y;
+ double W = w, W2 = w;
+ double H = h, H2 = h;
float q2[4];
- trackball (q2,
- (2.0 * ts->x - w) / w,
- (h - 2.0 * ts->y) / h,
- (2.0 * x - w) / w,
- (h - 2.0 * y) / h);
+ double ox = ts->x;
+ double oy = ts->y;
+
ts->x = x;
ts->y = y;
+
+ adjust_for_device_rotation (ts, &ox, &oy, &W, &H);
+ adjust_for_device_rotation (ts, &X, &Y, &W2, &H2);
+
+ trackball (q2,
+ (2 * ox - W) / W,
+ (H - 2 * oy) / H,
+ (2 * X - W) / W,
+ (H - 2 * Y) / H);
+
add_quats (q2, ts->q, ts->q);
}
+
+/* Track the mouse: Call this each time the mouse moves with the button down.
+ x and y are the new mouse position relative to the window.
+ w and h are the size of the window.
+ */
+void
+gltrackball_track (trackball_state *ts, int x, int y, int w, int h)
+{
+ double dampen = 0.01; /* This keeps it going for about 3 sec */
+ ts->dx = x - ts->x;
+ ts->dy = y - ts->y;
+ ts->ddx = ts->dx * dampen;
+ ts->ddy = ts->dy * dampen;
+ ts->ow = w;
+ ts->oh = h;
+ gltrackball_track_1 (ts, x, y, w, h);
+}
+
+
+static void
+gltrackball_dampen (double *n, double *dn)
+{
+ int pos = (*n > 0);
+ *n -= *dn;
+ if (pos != (*n > 0))
+ *n = *dn = 0;
+}
+
+
/* Execute the rotations current encapsulated in the trackball_state:
this does something analagous to glRotatef().
*/
gltrackball_rotate (trackball_state *ts)
{
GLfloat m[4][4];
+ if (!ts->button_down_p &&
+ (ts->ddx != 0 ||
+ ts->ddy != 0))
+ {
+ /* Apply inertia: keep moving in the same direction as the last move. */
+ gltrackball_track_1 (ts,
+ ts->x + ts->dx,
+ ts->y + ts->dy,
+ ts->ow, ts->oh);
+
+ /* Dampen inertia: gradually stop spinning. */
+ gltrackball_dampen (&ts->dx, &ts->ddx);
+ gltrackball_dampen (&ts->dy, &ts->ddy);
+ }
+
build_rotmatrix (m, ts->q);
glMultMatrixf (&m[0][0]);
}
-# define Button4 4 /* X11/Xlib.h */
-# define Button5 5
-
/* Call this when a mouse-wheel click is detected.
Clicks act like horizontal or vertical drags.
Percent is the length of the drag as a percentage of the screen size.
- Button is 'Button4' or 'Button5'.
+ Button is 'Button4' or 'Button5' (for the vertical wheel)
+ or 'Button5' or 'Button6' (for the horizontal wheel).
+ If `flip_p' is true, swap the horizontal and vertical axes.
*/
void
gltrackball_mousewheel (trackball_state *ts,
- int button, int percent, int horizontal_p)
+ int button, int percent, int flip_p)
{
int up_p;
- double move;
+ int horizontal_p;
+ int mx, my, move, scale;
+
+#ifdef HAVE_COCOA
+ flip_p = 0; /* MacOS has already handled this. */
+#endif
+
switch (button) {
- case Button4: up_p = 1; break;
- case Button5: up_p = 0; break;
+ case Button4: up_p = 1; horizontal_p = 0; break;
+ case Button5: up_p = 0; horizontal_p = 0; break;
+ case Button6: up_p = 1; horizontal_p = 1; break;
+ case Button7: up_p = 0; horizontal_p = 1; break;
default: abort(); break;
}
- if (horizontal_p) up_p = !up_p;
+ if (flip_p)
+ {
+ horizontal_p = !horizontal_p;
+ up_p = !up_p;
+ }
+ scale = mx = my = 1000;
move = (up_p
- ? 1.0 - (percent / 100.0)
- : 1.0 + (percent / 100.0));
-
- gltrackball_start (ts, 50, 50, 100, 100);
- if (horizontal_p)
- gltrackball_track (ts, 50*move, 50, 100, 100);
- else
- gltrackball_track (ts, 50, 50*move, 100, 100);
+ ? floor (scale * (1.0 - (percent / 100.0)))
+ : ceil (scale * (1.0 + (percent / 100.0))));
+ if (horizontal_p) mx = move;
+ else my = move;
+ gltrackball_start (ts, scale, scale, scale*2, scale*2);
+ gltrackball_track (ts, mx, my, scale*2, scale*2);
+}
+
+void
+gltrackball_get_quaternion (trackball_state *ts, float q[4])
+{
+ int i;
+ for (i=0; i<4; i++)
+ q[i] = ts->q[i];
+}
+
+
+/* A utility function for event-handler functions:
+ Handles the various motion and click events related to trackballs.
+ Returns True if the event was handled.
+ */
+Bool
+gltrackball_event_handler (XEvent *event,
+ trackball_state *ts,
+ int window_width, int window_height,
+ Bool *button_down_p)
+{
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ *button_down_p = True;
+ gltrackball_start (ts,
+ event->xbutton.x, event->xbutton.y,
+ window_width, window_height);
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1)
+ {
+ *button_down_p = False;
+ gltrackball_stop (ts);
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5 ||
+ event->xbutton.button == Button6 ||
+ event->xbutton.button == Button7))
+ {
+ gltrackball_mousewheel (ts, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ *button_down_p)
+ {
+ gltrackball_track (ts,
+ event->xmotion.x, event->xmotion.y,
+ window_width, window_height);
+ return True;
+ }
+
+ return False;
}