/*
* 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: 3418 $
* $Id: MouseTest.java 3418 2010-09-28 21:11:35Z spasi $
*/
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());
}
}
}
/**
* 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);
}
}