1 //========================================================================
2 // Cursor & input mode tests
3 // Copyright (c) Camilla Löwy <elmindreda@glfw.org>
4 //
5 // This software is provided 'as-is', without any express or implied
6 // warranty. In no event will the authors be held liable for any damages
7 // arising from the use of this software.
8 //
9 // Permission is granted to anyone to use this software for any purpose,
10 // including commercial applications, and to alter it and redistribute it
11 // freely, subject to the following restrictions:
12 //
13 // 1. The origin of this software must not be misrepresented; you must not
14 // claim that you wrote the original software. If you use this software
15 // in a product, an acknowledgment in the product documentation would
16 // be appreciated but is not required.
17 //
18 // 2. Altered source versions must be plainly marked as such, and must not
19 // be misrepresented as being the original software.
20 //
21 // 3. This notice may not be removed or altered from any source
22 // distribution.
23 //
24 //========================================================================
25 //
26 // This test provides an interface to the cursor image and cursor mode
27 // parts of the API.
28 //
29 // Custom cursor image generation by urraka.
30 //
31 //========================================================================
32
33 #include <glad/glad.h>
34 #include <GLFW/glfw3.h>
35
36 #if defined(_MSC_VER)
37 // Make MS math.h define M_PI
38 #define _USE_MATH_DEFINES
39 #endif
40
41 #include <math.h>
42 #include <stdio.h>
43 #include <stdlib.h>
44
45 #include "linmath.h"
46
47 #define CURSOR_FRAME_COUNT 60
48
49 static const char* vertex_shader_text =
50 "#version 110\n"
51 "uniform mat4 MVP;\n"
52 "attribute vec2 vPos;\n"
53 "void main()\n"
54 "{\n"
55 " gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
56 "}\n";
57
58 static const char* fragment_shader_text =
59 "#version 110\n"
60 "void main()\n"
61 "{\n"
62 " gl_FragColor = vec4(1.0);\n"
63 "}\n";
64
65 static double cursor_x;
66 static double cursor_y;
67 static int swap_interval = 1;
68 static int wait_events = GLFW_TRUE;
69 static int animate_cursor = GLFW_FALSE;
70 static int track_cursor = GLFW_FALSE;
71 static GLFWcursor* standard_cursors[6];
72
error_callback(int error,const char * description)73 static void error_callback(int error, const char* description)
74 {
75 fprintf(stderr, "Error: %s\n", description);
76 }
77
star(int x,int y,float t)78 static float star(int x, int y, float t)
79 {
80 const float c = 64 / 2.f;
81
82 const float i = (0.25f * (float) sin(2.f * M_PI * t) + 0.75f);
83 const float k = 64 * 0.046875f * i;
84
85 const float dist = (float) sqrt((x - c) * (x - c) + (y - c) * (y - c));
86
87 const float salpha = 1.f - dist / c;
88 const float xalpha = (float) x == c ? c : k / (float) fabs(x - c);
89 const float yalpha = (float) y == c ? c : k / (float) fabs(y - c);
90
91 return (float) fmax(0.f, fmin(1.f, i * salpha * 0.2f + salpha * xalpha * yalpha));
92 }
93
create_cursor_frame(float t)94 static GLFWcursor* create_cursor_frame(float t)
95 {
96 int i = 0, x, y;
97 unsigned char buffer[64 * 64 * 4];
98 const GLFWimage image = { 64, 64, buffer };
99
100 for (y = 0; y < image.width; y++)
101 {
102 for (x = 0; x < image.height; x++)
103 {
104 buffer[i++] = 255;
105 buffer[i++] = 255;
106 buffer[i++] = 255;
107 buffer[i++] = (unsigned char) (255 * star(x, y, t));
108 }
109 }
110
111 return glfwCreateCursor(&image, image.width / 2, image.height / 2);
112 }
113
cursor_position_callback(GLFWwindow * window,double x,double y)114 static void cursor_position_callback(GLFWwindow* window, double x, double y)
115 {
116 printf("%0.3f: Cursor position: %f %f (%+f %+f)\n",
117 glfwGetTime(),
118 x, y, x - cursor_x, y - cursor_y);
119
120 cursor_x = x;
121 cursor_y = y;
122 }
123
key_callback(GLFWwindow * window,int key,int scancode,int action,int mods)124 static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
125 {
126 if (action != GLFW_PRESS)
127 return;
128
129 switch (key)
130 {
131 case GLFW_KEY_A:
132 {
133 animate_cursor = !animate_cursor;
134 if (!animate_cursor)
135 glfwSetCursor(window, NULL);
136
137 break;
138 }
139
140 case GLFW_KEY_ESCAPE:
141 {
142 if (glfwGetInputMode(window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED)
143 {
144 glfwSetWindowShouldClose(window, GLFW_TRUE);
145 break;
146 }
147
148 /* FALLTHROUGH */
149 }
150
151 case GLFW_KEY_N:
152 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
153 printf("(( cursor is normal ))\n");
154 break;
155
156 case GLFW_KEY_D:
157 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
158 printf("(( cursor is disabled ))\n");
159 break;
160
161 case GLFW_KEY_H:
162 glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
163 printf("(( cursor is hidden ))\n");
164 break;
165
166 case GLFW_KEY_SPACE:
167 swap_interval = 1 - swap_interval;
168 printf("(( swap interval: %i ))\n", swap_interval);
169 glfwSwapInterval(swap_interval);
170 break;
171
172 case GLFW_KEY_W:
173 wait_events = !wait_events;
174 printf("(( %sing for events ))\n", wait_events ? "wait" : "poll");
175 break;
176
177 case GLFW_KEY_T:
178 track_cursor = !track_cursor;
179 break;
180
181 case GLFW_KEY_0:
182 glfwSetCursor(window, NULL);
183 break;
184
185 case GLFW_KEY_1:
186 glfwSetCursor(window, standard_cursors[0]);
187 break;
188
189 case GLFW_KEY_2:
190 glfwSetCursor(window, standard_cursors[1]);
191 break;
192
193 case GLFW_KEY_3:
194 glfwSetCursor(window, standard_cursors[2]);
195 break;
196
197 case GLFW_KEY_4:
198 glfwSetCursor(window, standard_cursors[3]);
199 break;
200
201 case GLFW_KEY_5:
202 glfwSetCursor(window, standard_cursors[4]);
203 break;
204
205 case GLFW_KEY_6:
206 glfwSetCursor(window, standard_cursors[5]);
207 break;
208 }
209 }
210
main(void)211 int main(void)
212 {
213 int i;
214 GLFWwindow* window;
215 GLFWcursor* star_cursors[CURSOR_FRAME_COUNT];
216 GLFWcursor* current_frame = NULL;
217 GLuint vertex_buffer, vertex_shader, fragment_shader, program;
218 GLint mvp_location, vpos_location;
219
220 glfwSetErrorCallback(error_callback);
221
222 if (!glfwInit())
223 exit(EXIT_FAILURE);
224
225 for (i = 0; i < CURSOR_FRAME_COUNT; i++)
226 {
227 star_cursors[i] = create_cursor_frame(i / (float) CURSOR_FRAME_COUNT);
228 if (!star_cursors[i])
229 {
230 glfwTerminate();
231 exit(EXIT_FAILURE);
232 }
233 }
234
235 for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++)
236 {
237 const int shapes[] = {
238 GLFW_ARROW_CURSOR,
239 GLFW_IBEAM_CURSOR,
240 GLFW_CROSSHAIR_CURSOR,
241 GLFW_HAND_CURSOR,
242 GLFW_HRESIZE_CURSOR,
243 GLFW_VRESIZE_CURSOR
244 };
245
246 standard_cursors[i] = glfwCreateStandardCursor(shapes[i]);
247 if (!standard_cursors[i])
248 {
249 glfwTerminate();
250 exit(EXIT_FAILURE);
251 }
252 }
253
254 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
255 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
256
257 window = glfwCreateWindow(640, 480, "Cursor Test", NULL, NULL);
258 if (!window)
259 {
260 glfwTerminate();
261 exit(EXIT_FAILURE);
262 }
263
264 glfwMakeContextCurrent(window);
265 gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
266
267 glGenBuffers(1, &vertex_buffer);
268 glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
269
270 vertex_shader = glCreateShader(GL_VERTEX_SHADER);
271 glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
272 glCompileShader(vertex_shader);
273
274 fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
275 glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
276 glCompileShader(fragment_shader);
277
278 program = glCreateProgram();
279 glAttachShader(program, vertex_shader);
280 glAttachShader(program, fragment_shader);
281 glLinkProgram(program);
282
283 mvp_location = glGetUniformLocation(program, "MVP");
284 vpos_location = glGetAttribLocation(program, "vPos");
285
286 glEnableVertexAttribArray(vpos_location);
287 glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
288 sizeof(vec2), (void*) 0);
289 glUseProgram(program);
290
291 glfwGetCursorPos(window, &cursor_x, &cursor_y);
292 printf("Cursor position: %f %f\n", cursor_x, cursor_y);
293
294 glfwSetCursorPosCallback(window, cursor_position_callback);
295 glfwSetKeyCallback(window, key_callback);
296
297 while (!glfwWindowShouldClose(window))
298 {
299 glClear(GL_COLOR_BUFFER_BIT);
300
301 if (track_cursor)
302 {
303 int wnd_width, wnd_height, fb_width, fb_height;
304 float scale;
305 vec2 vertices[4];
306 mat4x4 mvp;
307
308 glfwGetWindowSize(window, &wnd_width, &wnd_height);
309 glfwGetFramebufferSize(window, &fb_width, &fb_height);
310
311 glViewport(0, 0, fb_width, fb_height);
312
313 scale = (float) fb_width / (float) wnd_width;
314 vertices[0][0] = 0.f;
315 vertices[0][1] = (float) (fb_height - cursor_y * scale);
316 vertices[1][0] = (float) fb_width;
317 vertices[1][1] = (float) (fb_height - cursor_y * scale);
318 vertices[2][0] = (float) (cursor_x * scale);
319 vertices[2][1] = 0.f;
320 vertices[3][0] = (float) (cursor_x * scale);
321 vertices[3][1] = (float) fb_height;
322
323 glBufferData(GL_ARRAY_BUFFER,
324 sizeof(vertices),
325 vertices,
326 GL_STREAM_DRAW);
327
328 mat4x4_ortho(mvp, 0.f, (float) fb_width, 0.f, (float) fb_height, 0.f, 1.f);
329 glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
330
331 glDrawArrays(GL_LINES, 0, 4);
332 }
333
334 glfwSwapBuffers(window);
335
336 if (animate_cursor)
337 {
338 const int i = (int) (glfwGetTime() * 30.0) % CURSOR_FRAME_COUNT;
339 if (current_frame != star_cursors[i])
340 {
341 glfwSetCursor(window, star_cursors[i]);
342 current_frame = star_cursors[i];
343 }
344 }
345 else
346 current_frame = NULL;
347
348 if (wait_events)
349 {
350 if (animate_cursor)
351 glfwWaitEventsTimeout(1.0 / 30.0);
352 else
353 glfwWaitEvents();
354 }
355 else
356 glfwPollEvents();
357
358 // Workaround for an issue with msvcrt and mintty
359 fflush(stdout);
360 }
361
362 glfwDestroyWindow(window);
363
364 for (i = 0; i < CURSOR_FRAME_COUNT; i++)
365 glfwDestroyCursor(star_cursors[i]);
366
367 for (i = 0; i < sizeof(standard_cursors) / sizeof(standard_cursors[0]); i++)
368 glfwDestroyCursor(standard_cursors[i]);
369
370 glfwTerminate();
371 exit(EXIT_SUCCESS);
372 }
373
374