/* gltrackball, Copyright (c) 2002-2017 Jamie Zawinski <jwz@jwz.org>
* GL-flavored wrapper for trackball.c
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation. No representations are made about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_COCOA
# include "jwxyz.h"
#elif defined(HAVE_ANDROID)
# include "jwxyz.h"
# include <GLES/gl.h>
#else /* 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"
#if defined(USE_IPHONE) || defined(HAVE_ANDROID)
/* Surely this should be defined somewhere more centrally... */
# define HAVE_MOBILE
#endif
/* Bah, copied from ../fps.h */
#ifdef HAVE_MOBILE
extern double current_device_rotation (void);
#else
# define current_device_rotation() (0)
#endif
struct trackball_state {
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 (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;
}
/* 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.
*/
void
gltrackball_start (trackball_state *ts, int x, int y, int w, int h)
{
ts->x = x;
ts->y = y;
ts->button_down_p = 1;
ts->dx = ts->ddx = 0;
ts->dy = ts->ddy = 0;
}
/* Stop tracking the mouse: Call this when the mouse button goes up.
*/
void
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,
int ignore_device_rotation_p)
{
double X = x;
double Y = y;
double W = w, W2 = w;
double H = h, H2 = h;
float q2[4];
double ox = ts->x;
double oy = ts->y;
ts->x = x;
ts->y = y;
if (! ignore_device_rotation_p)
{
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, False);
}
static void
gltrackball_dampen (double *n, double *dn)
{
int pos = (*n > 0);
*n -= *dn;
if (pos != (*n > 0))
*n = *dn = 0;
}
/* Reset the trackball to the default unrotated state,
plus an optional initial rotation.
*/
void
gltrackball_reset (trackball_state *ts, float x, float y)
{
int bd = ts->button_down_p;
int ig = ts->ignore_device_rotation_p;
memset (ts, 0, sizeof(*ts));
ts->button_down_p = bd;
ts->ignore_device_rotation_p = ig;
trackball (ts->q, 0, 0, x, y);
}
/* Execute the rotations current encapsulated in the trackball_state:
this does something analagous to glRotatef().
*/
void
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,
False);
/* 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]);
}
/* 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' (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 flip_p)
{
int up_p;
int horizontal_p;
int mx, my, move, scale;
#ifdef HAVE_JWXYZ
flip_p = 0; /* MacOS has already handled this. */
#endif
switch (button) {
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 (flip_p)
{
horizontal_p = !horizontal_p;
up_p = !up_p;
}
scale = mx = my = 1000;
move = (up_p
? 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;
}