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-rw-r--r--libs/glfw-3.3.8/tests/cursor.c493
1 files changed, 493 insertions, 0 deletions
diff --git a/libs/glfw-3.3.8/tests/cursor.c b/libs/glfw-3.3.8/tests/cursor.c
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+++ b/libs/glfw-3.3.8/tests/cursor.c
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+//========================================================================
+// 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/gl.h>
+#define GLFW_INCLUDE_NONE
+#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 GLFWcursor* tracking_cursor = NULL;
+
+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 GLFWcursor* create_tracking_cursor(void)
+{
+ int i = 0, x, y;
+ unsigned char buffer[32 * 32 * 4];
+ const GLFWimage image = { 32, 32, buffer };
+
+ for (y = 0; y < image.width; y++)
+ {
+ for (x = 0; x < image.height; x++)
+ {
+ if (x == 7 || y == 7)
+ {
+ buffer[i++] = 255;
+ buffer[i++] = 0;
+ buffer[i++] = 0;
+ buffer[i++] = 255;
+ }
+ else
+ {
+ buffer[i++] = 0;
+ buffer[i++] = 0;
+ buffer[i++] = 0;
+ buffer[i++] = 0;
+ }
+ }
+ }
+
+ return glfwCreateCursor(&image, 7, 7);
+}
+
+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);
+ glfwGetCursorPos(window, &cursor_x, &cursor_y);
+ 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_R:
+ if (!glfwRawMouseMotionSupported())
+ break;
+
+ if (glfwGetInputMode(window, GLFW_RAW_MOUSE_MOTION))
+ {
+ glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_FALSE);
+ printf("(( raw input is disabled ))\n");
+ }
+ else
+ {
+ glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
+ printf("(( raw input is enabled ))\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;
+ if (track_cursor)
+ glfwSetCursor(window, tracking_cursor);
+ else
+ glfwSetCursor(window, NULL);
+
+ break;
+
+ case GLFW_KEY_P:
+ {
+ double x, y;
+ glfwGetCursorPos(window, &x, &y);
+
+ printf("Query before set: %f %f (%+f %+f)\n",
+ x, y, x - cursor_x, y - cursor_y);
+ cursor_x = x;
+ cursor_y = y;
+
+ glfwSetCursorPos(window, cursor_x, cursor_y);
+ glfwGetCursorPos(window, &x, &y);
+
+ printf("Query after set: %f %f (%+f %+f)\n",
+ x, y, x - cursor_x, y - cursor_y);
+ cursor_x = x;
+ cursor_y = y;
+ break;
+ }
+
+ case GLFW_KEY_UP:
+ glfwSetCursorPos(window, 0, 0);
+ glfwGetCursorPos(window, &cursor_x, &cursor_y);
+ break;
+
+ case GLFW_KEY_DOWN:
+ {
+ int width, height;
+ glfwGetWindowSize(window, &width, &height);
+ glfwSetCursorPos(window, width - 1, height - 1);
+ glfwGetCursorPos(window, &cursor_x, &cursor_y);
+ 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;
+
+ case GLFW_KEY_F11:
+ case GLFW_KEY_ENTER:
+ {
+ static int x, y, width, height;
+
+ if (mods != GLFW_MOD_ALT)
+ return;
+
+ if (glfwGetWindowMonitor(window))
+ glfwSetWindowMonitor(window, NULL, x, y, width, height, 0);
+ else
+ {
+ GLFWmonitor* monitor = glfwGetPrimaryMonitor();
+ const GLFWvidmode* mode = glfwGetVideoMode(monitor);
+ glfwGetWindowPos(window, &x, &y);
+ glfwGetWindowSize(window, &width, &height);
+ glfwSetWindowMonitor(window, monitor,
+ 0, 0, mode->width, mode->height,
+ mode->refreshRate);
+ }
+
+ glfwGetCursorPos(window, &cursor_x, &cursor_y);
+ 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);
+
+ tracking_cursor = create_tracking_cursor();
+ if (!tracking_cursor)
+ {
+ glfwTerminate();
+ 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);
+ gladLoadGL(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] = 0.5f;
+ vertices[0][1] = (float) (fb_height - floor(cursor_y * scale) - 1.f + 0.5f);
+ vertices[1][0] = (float) fb_width + 0.5f;
+ vertices[1][1] = (float) (fb_height - floor(cursor_y * scale) - 1.f + 0.5f);
+ vertices[2][0] = (float) floor(cursor_x * scale) + 0.5f;
+ vertices[2][1] = 0.5f;
+ vertices[3][0] = (float) floor(cursor_x * scale) + 0.5f;
+ vertices[3][1] = (float) fb_height + 0.5f;
+
+ 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);
+}
+