1 /* gltrackball, Copyright (c) 2002-2017 Jamie Zawinski <jwz@jwz.org>
2  * GL-flavored wrapper for trackball.c
3  *
4  * Permission to use, copy, modify, distribute, and sell this software and its
5  * documentation for any purpose is hereby granted without fee, provided that
6  * the above copyright notice appear in all copies and that both that
7  * copyright notice and this permission notice appear in supporting
8  * documentation.  No representations are made about the suitability of this
9  * software for any purpose.  It is provided "as is" without express or
10  * implied warranty.
11  */
12 
13 #include <math.h>
14 #include <stdlib.h>
15 #include <string.h>
16 
17 #ifdef HAVE_CONFIG_H
18 # include "config.h"
19 #endif
20 
21 #ifdef HAVE_COCOA
22 # include "jwxyz.h"
23 #elif defined(HAVE_ANDROID)
24 # include "jwxyz.h"
25 # include <GLES/gl.h>
26 #else  /* real X11 */
27 # include <X11/X.h>
28 # include <X11/Xlib.h>
29 # include <GL/gl.h>
30 #endif /* !HAVE_COCOA */
31 
32 #ifdef HAVE_JWZGLES
33 # include "jwzgles.h"
34 #endif /* HAVE_JWZGLES */
35 
36 # define Button4 4  /* WTF */
37 # define Button5 5
38 # define Button6 6
39 # define Button7 7
40 
41 #include "trackball.h"
42 #include "gltrackball.h"
43 
44 #if defined(USE_IPHONE) || defined(HAVE_ANDROID)
45   /* Surely this should be defined somewhere more centrally... */
46 # define HAVE_MOBILE
47 #endif
48 
49 /* Bah, copied from ../fps.h */
50 #ifdef HAVE_MOBILE
51   extern double current_device_rotation (void);
52 #else
53 # define current_device_rotation() (0)
54 #endif
55 
56 
57 struct trackball_state {
58   int ow, oh;
59   double x, y;
60   double dx, dy, ddx, ddy;
61   GLfloat q[4];
62   int button_down_p;
63   int ignore_device_rotation_p;
64 };
65 
66 /* Returns a trackball_state object, which encapsulates the stuff necessary
67    to make dragging the mouse on the window of a GL program do the right thing.
68  */
69 trackball_state *
gltrackball_init(int ignore_device_rotation_p)70 gltrackball_init (int ignore_device_rotation_p)
71 {
72   trackball_state *ts = (trackball_state *) calloc (1, sizeof (*ts));
73   if (!ts) return 0;
74   ts->ignore_device_rotation_p = ignore_device_rotation_p;
75   trackball (ts->q, 0, 0, 0, 0);
76   return ts;
77 }
78 
79 void
gltrackball_free(trackball_state * ts)80 gltrackball_free (trackball_state *ts)
81 {
82   free (ts);
83 }
84 
85 
86 /* Device rotation interacts very strangely with mouse positions.
87    I'm not entirely sure this is the right fix.
88  */
89 static void
adjust_for_device_rotation(trackball_state * ts,double * x,double * y,double * w,double * h)90 adjust_for_device_rotation (trackball_state *ts,
91                             double *x, double *y, double *w, double *h)
92 {
93   int rot = (int) current_device_rotation();
94   int swap;
95 
96   if (ts->ignore_device_rotation_p) return;
97 
98   while (rot <= -180) rot += 360;
99   while (rot >   180) rot -= 360;
100 
101   if (rot > 135 || rot < -135)		/* 180 */
102     {
103       *x = *w - *x;
104       *y = *h - *y;
105     }
106   else if (rot > 45)			/* 90 */
107     {
108       swap = *x; *x = *y; *y = swap;
109       swap = *w; *w = *h; *h = swap;
110       *x = *w - *x;
111     }
112   else if (rot < -45)			/* 270 */
113     {
114       swap = *x; *x = *y; *y = swap;
115       swap = *w; *w = *h; *h = swap;
116       *y = *h - *y;
117     }
118 }
119 
120 
121 /* Begin tracking the mouse: Call this when the mouse button goes down.
122    x and y are the mouse position relative to the window.
123    w and h are the size of the window.
124  */
125 void
gltrackball_start(trackball_state * ts,int x,int y,int w,int h)126 gltrackball_start (trackball_state *ts, int x, int y, int w, int h)
127 {
128   ts->x = x;
129   ts->y = y;
130   ts->button_down_p = 1;
131   ts->dx = ts->ddx = 0;
132   ts->dy = ts->ddy = 0;
133 }
134 
135 /* Stop tracking the mouse: Call this when the mouse button goes up.
136  */
137 void
gltrackball_stop(trackball_state * ts)138 gltrackball_stop (trackball_state *ts)
139 {
140   ts->button_down_p = 0;
141 }
142 
143 static void
gltrackball_track_1(trackball_state * ts,double x,double y,int w,int h,int ignore_device_rotation_p)144 gltrackball_track_1 (trackball_state *ts,
145                      double x, double y,
146                      int w, int h,
147                      int ignore_device_rotation_p)
148 {
149   double X = x;
150   double Y = y;
151   double W = w, W2 = w;
152   double H = h, H2 = h;
153   float q2[4];
154   double ox = ts->x;
155   double oy = ts->y;
156 
157   ts->x = x;
158   ts->y = y;
159 
160   if (! ignore_device_rotation_p)
161     {
162       adjust_for_device_rotation (ts, &ox, &oy, &W,  &H);
163       adjust_for_device_rotation (ts, &X,  &Y,  &W2, &H2);
164     }
165   trackball (q2,
166              (2 * ox - W) / W,
167              (H - 2 * oy) / H,
168              (2 * X - W)  / W,
169              (H - 2 * Y)  / H);
170 
171   add_quats (q2, ts->q, ts->q);
172 }
173 
174 
175 /* Track the mouse: Call this each time the mouse moves with the button down.
176    x and y are the new mouse position relative to the window.
177    w and h are the size of the window.
178  */
179 void
gltrackball_track(trackball_state * ts,int x,int y,int w,int h)180 gltrackball_track (trackball_state *ts, int x, int y, int w, int h)
181 {
182   double dampen = 0.01;  /* This keeps it going for about 3 sec */
183   ts->dx = x - ts->x;
184   ts->dy = y - ts->y;
185   ts->ddx = ts->dx * dampen;
186   ts->ddy = ts->dy * dampen;
187   ts->ow = w;
188   ts->oh = h;
189   gltrackball_track_1 (ts, x, y, w, h, False);
190 }
191 
192 
193 static void
gltrackball_dampen(double * n,double * dn)194 gltrackball_dampen (double *n, double *dn)
195 {
196   int pos = (*n > 0);
197   *n -= *dn;
198   if (pos != (*n > 0))
199     *n = *dn = 0;
200 }
201 
202 
203 /* Reset the trackball to the default unrotated state,
204    plus an optional initial rotation.
205  */
206 void
gltrackball_reset(trackball_state * ts,float x,float y)207 gltrackball_reset (trackball_state *ts, float x, float y)
208 {
209   int bd = ts->button_down_p;
210   int ig = ts->ignore_device_rotation_p;
211   memset (ts, 0, sizeof(*ts));
212   ts->button_down_p = bd;
213   ts->ignore_device_rotation_p = ig;
214   trackball (ts->q, 0, 0, x, y);
215 }
216 
217 
218 /* Execute the rotations current encapsulated in the trackball_state:
219    this does something analagous to glRotatef().
220  */
221 void
gltrackball_rotate(trackball_state * ts)222 gltrackball_rotate (trackball_state *ts)
223 {
224   GLfloat m[4][4];
225   if (!ts->button_down_p &&
226       (ts->ddx != 0 ||
227        ts->ddy != 0))
228     {
229       /* Apply inertia: keep moving in the same direction as the last move. */
230       gltrackball_track_1 (ts,
231                            ts->x + ts->dx,
232                            ts->y + ts->dy,
233                            ts->ow, ts->oh,
234                            False);
235 
236       /* Dampen inertia: gradually stop spinning. */
237       gltrackball_dampen (&ts->dx, &ts->ddx);
238       gltrackball_dampen (&ts->dy, &ts->ddy);
239     }
240 
241   build_rotmatrix (m, ts->q);
242   glMultMatrixf (&m[0][0]);
243 }
244 
245 
246 /* Call this when a mouse-wheel click is detected.
247    Clicks act like horizontal or vertical drags.
248    Percent is the length of the drag as a percentage of the screen size.
249    Button is 'Button4' or 'Button5' (for the vertical wheel)
250    or 'Button5' or 'Button6' (for the horizontal wheel).
251    If `flip_p' is true, swap the horizontal and vertical axes.
252  */
253 void
gltrackball_mousewheel(trackball_state * ts,int button,int percent,int flip_p)254 gltrackball_mousewheel (trackball_state *ts,
255                         int button, int percent, int flip_p)
256 {
257   int up_p;
258   int horizontal_p;
259   int mx, my, move, scale;
260 
261 #ifdef HAVE_JWXYZ
262   flip_p = 0;      /* MacOS has already handled this. */
263 #endif
264 
265   switch (button) {
266   case Button4: up_p = 1; horizontal_p = 0; break;
267   case Button5: up_p = 0; horizontal_p = 0; break;
268   case Button6: up_p = 1; horizontal_p = 1; break;
269   case Button7: up_p = 0; horizontal_p = 1; break;
270   default: abort(); break;
271   }
272 
273   if (flip_p)
274     {
275       horizontal_p = !horizontal_p;
276       up_p = !up_p;
277     }
278 
279   scale = mx = my = 1000;
280   move = (up_p
281           ? floor (scale * (1.0 - (percent / 100.0)))
282           : ceil  (scale * (1.0 + (percent / 100.0))));
283   if (horizontal_p) mx = move;
284   else              my = move;
285   gltrackball_start (ts, scale, scale, scale*2, scale*2);
286   gltrackball_track (ts, mx, my, scale*2, scale*2);
287 }
288 
289 void
gltrackball_get_quaternion(trackball_state * ts,float q[4])290 gltrackball_get_quaternion (trackball_state *ts, float q[4])
291 {
292   int i;
293   for (i=0; i<4; i++)
294     q[i] = ts->q[i];
295 }
296 
297 
298 /* A utility function for event-handler functions:
299    Handles the various motion and click events related to trackballs.
300    Returns True if the event was handled.
301  */
302 Bool
gltrackball_event_handler(XEvent * event,trackball_state * ts,int window_width,int window_height,Bool * button_down_p)303 gltrackball_event_handler (XEvent *event,
304                            trackball_state *ts,
305                            int window_width, int window_height,
306                            Bool *button_down_p)
307 {
308   if (event->xany.type == ButtonPress &&
309       event->xbutton.button == Button1)
310     {
311       *button_down_p = True;
312       gltrackball_start (ts,
313                          event->xbutton.x, event->xbutton.y,
314                          window_width, window_height);
315       return True;
316     }
317   else if (event->xany.type == ButtonRelease &&
318            event->xbutton.button == Button1)
319     {
320       *button_down_p = False;
321       gltrackball_stop (ts);
322       return True;
323     }
324   else if (event->xany.type == ButtonPress &&
325            (event->xbutton.button == Button4 ||
326             event->xbutton.button == Button5 ||
327             event->xbutton.button == Button6 ||
328             event->xbutton.button == Button7))
329     {
330       gltrackball_mousewheel (ts, event->xbutton.button, 10,
331                               !!event->xbutton.state);
332       return True;
333     }
334   else if (event->xany.type == MotionNotify &&
335            *button_down_p)
336     {
337       gltrackball_track (ts,
338                          event->xmotion.x, event->xmotion.y,
339                          window_width, window_height);
340       return True;
341     }
342 
343   return False;
344 }
345