/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.test.input; import org.lwjgl.input.Keyboard; import org.lwjgl.input.Mouse; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.util.vector.Vector2f; import org.lwjgl.util.vector.Vector3f; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.util.glu.GLU.*; /** * <br> * Mouse test * * @author Brian Matzon <brian@matzon.dk> * @version $Revision$ * $Id$ */ public class MouseTest { /** Direction mouse has moved */ private int direction; /** Last button pressed */ private int lastButton; /** Last direction we scrolled in */ private int lastScrollDirection = -1; /** Width of window */ private static int WINDOW_WIDTH = 640; /** Height of window */ private static int WINDOW_HEIGHT = 640; /** Triangle size */ private Vector2f triangleSize = new Vector2f(120, 100); /** Triangle color */ private Vector3f triangleColors[] = new Vector3f[] { new Vector3f(1,1,1), new Vector3f(1,0,0), new Vector3f(0,1,0), new Vector3f(0,0,1) }; private Vector3f quadColors[] = new Vector3f[] { new Vector3f(1,1,1), new Vector3f(1,0,0), new Vector3f(0,1,0), new Vector3f(0,0,1) }; /** Triangles to paint */ private Vector2f[] triangles = { new Vector2f(WINDOW_WIDTH/2, WINDOW_HEIGHT - triangleSize.y), new Vector2f(triangleSize.y, WINDOW_HEIGHT/2), new Vector2f(WINDOW_WIDTH/2, triangleSize.y), new Vector2f(WINDOW_WIDTH-triangleSize.y, WINDOW_HEIGHT/2) }; /** Whether the test is closing */ private boolean closing; /** Fullscreen or not */ public static final boolean FULLSCREEN = false; /** Creates a new instance of MouseTest */ public MouseTest() { } private void initialize() { // create display and opengl setupDisplay(); setupMouse(); setupKeyboard(); } /** * Setup display */ private void setupDisplay() { try { setDisplayMode(); Display.setFullscreen(FULLSCREEN); Display.setVSyncEnabled(true); Display.create(); Mouse.setGrabbed(true); } catch (Exception e) { e.printStackTrace(); System.exit(-1); } initializeOpenGL(); } /** * Sets the display mode for fullscreen mode */ protected boolean setDisplayMode() { // get modes DisplayMode dm = new DisplayMode(WINDOW_WIDTH, WINDOW_HEIGHT); try { Display.setDisplayMode(dm); return true; } catch (Exception e) { e.printStackTrace(); } return false; } /** * Initializes OpenGL * */ private void initializeOpenGL() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, Display.getDisplayMode().getWidth(), 0, Display.getDisplayMode().getHeight()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, Display.getDisplayMode().getWidth(), Display.getDisplayMode().getHeight()); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } /** * Executes the actual test */ public void executeTest() { initialize(); runTest(); Display.destroy(); } /** * Creates the mouse */ private void setupMouse() { } /** * Creates the keyboard */ private void setupKeyboard() { } /** * Runs the test */ private void runTest() { // while not exiting while (!closing) { handleWindow(); // secondary check if(!closing) { // poll and check keyboard and mouse handleKeyboard(); handleMouse(); // pause and continue if minimized if(!Display.isVisible()) { if(Display.isDirty()) { render(); } pause(100); continue; } // render and flip logic(); render(); } Thread.yield(); } } /** * Pauses the current thread for a specified time * * @param time milliseconds to pause */ private void pause(long time) { try { Thread.sleep(time); } catch (InterruptedException inte) { inte.printStackTrace(); } } /** * Handles the window */ private void handleWindow() { Display.update(); closing = Display.isCloseRequested(); } /** * handles the mouse */ private void handleMouse() { readBufferedMouse(); Display.setTitle("x: " + Mouse.getX() + ", y: " + Mouse.getY() + ", [0]: " + Mouse.isButtonDown(0) + ", [1]: " + Mouse.isButtonDown(1) + ", [2]: " + Mouse.isButtonDown(2) + ", inside: " + Mouse.isInsideWindow()); } /** * reads a mouse in buffered mode */ private void readBufferedMouse() { // iterate all events, use the last button down while(Mouse.next()) { if(Mouse.getEventButton() != -1 && Mouse.getEventButtonState()) { lastButton = Mouse.getEventButton(); } } updateState(); } /** * Updates our "model" * */ private void updateState() { direction = -1; int dx = Mouse.getDX(); int dy = Mouse.getDY(); int dw = Mouse.getDWheel(); // get out if no movement if (dx == dy && dx == 0 && dw == 0) { return; } // determine direction moved // ============================ if(dx > 0) { direction = 3; } if(dx < 0) { direction = 1; } if(dy > 0) { direction = 0; } if(dy < 0) { direction = 2; } // ---------------------------- if(direction > -1) { // based on which button was last pushed, update model switch(lastButton) { case -1: break; case 1: triangleColors[direction].y = 1; break; case 2: triangleColors[direction].z = 1; break; case 3: triangleColors[direction].x = 1; triangleColors[direction].y = 1; triangleColors[direction].z = 1; break; case 0: // fall through default: triangleColors[direction].x = 1; break; } } // get direction to update in if (dw > 0) { lastScrollDirection++; } else if (dw < 0) { lastScrollDirection--; } else if (dw == 0) { return; } // over/underflow if(lastScrollDirection < 0) { lastScrollDirection = 3; } if(lastScrollDirection > 3) { lastScrollDirection = 0; } // update colors quadColors[lastScrollDirection].x = (float) Math.random(); quadColors[lastScrollDirection].y = (float) Math.random(); quadColors[lastScrollDirection].z = (float) Math.random(); } /** * Handles the keyboard */ private void handleKeyboard() { while(Keyboard.next()) { // closing on ESCAPE if(Keyboard.getEventKey() == Keyboard.KEY_ESCAPE && Keyboard.getEventKeyState()) { closing = true; } if(Keyboard.getEventKey() == Keyboard.KEY_SPACE && Keyboard.getEventKeyState()) { Mouse.setGrabbed(!Mouse.isGrabbed()); } if(Keyboard.getEventKey() == Keyboard.KEY_R && Keyboard.getEventKeyState()) { Display.setResizable(!Display.isResizable()); } } } /** * Does the "model logic" */ private void logic() { // "we fade to black" // =========================================== for ( Vector3f color : triangleColors ) { color.x -= 0.01; color.y -= 0.01; color.z -= 0.01; } for ( Vector3f color : quadColors ) { color.x -= 0.01; color.y -= 0.01; color.z -= 0.01; } // ------------------------------------------- } /** * Render our triangles */ private void render() { glClear(GL_COLOR_BUFFER_BIT); // for each triangle, render it at position, rotating degrees for each for(int i=0; i<triangles.length; i++) { glPushMatrix(); { glTranslatef(triangles[i].x, triangles[i].y, 0); glRotatef(i*90, 0, 0, 1); glColor3f(triangleColors[i].x, triangleColors[i].y, triangleColors[i].z); glBegin(GL_TRIANGLES); { glVertex2f(0, triangleSize.y); glVertex2f(-triangleSize.x, -triangleSize.y); glVertex2f(+triangleSize.x, -triangleSize.y); } glEnd(); } glPopMatrix(); } // paint quad in the middle (yes, wasting cpu cycles by not precalculating) glBegin(GL_QUADS); { glColor3f(quadColors[0].x, quadColors[0].y, quadColors[0].z); glVertex2f(WINDOW_WIDTH/2-triangleSize.x, WINDOW_HEIGHT/2-triangleSize.x); glColor3f(quadColors[1].x, quadColors[1].y, quadColors[1].z); glVertex2f(WINDOW_WIDTH/2+triangleSize.x, WINDOW_HEIGHT/2-triangleSize.x); glColor3f(quadColors[2].x, quadColors[2].y, quadColors[2].z); glVertex2f(WINDOW_WIDTH/2+triangleSize.x, WINDOW_HEIGHT/2+triangleSize.x); glColor3f(quadColors[3].x, quadColors[3].y, quadColors[3].z); glVertex2f(WINDOW_WIDTH/2-triangleSize.x, WINDOW_HEIGHT/2+triangleSize.x); } glEnd(); } /** * @param args the command line arguments */ public static void main(String[] args) { MouseTest mt = new MouseTest(); mt.executeTest(); System.exit(0); } }