Files
manigraph/src/input.c
2024-10-21 16:50:49 -06:00

120 lines
2.3 KiB
C

#include "main.h"
#include <cglm/quat.h>
#include <GLFW/glfw3.h>
#include <stdio.h>
#define ANGLE ((float)0x01/0xff*2*GLM_PI)
unsigned char selected_axis = 0;
int window_width;
int window_height;
versor q = GLM_QUAT_IDENTITY_INIT;
vec3 axis[3] =
{
{1, 0, 0},
{0, 1, 0},
{0, 0, 1},
};
void __key_callback_input(GLFWwindow * window, int key, int scancode, int action, int mods )
{
if( action != GLFW_PRESS)
return;
if( GLFW_KEY_0 <= key && key <= GLFW_KEY_9 )
{
printf("%d\n", key-GLFW_KEY_0 );
}
}
void __window_callback_input(GLFWwindow * window, int w, int h)
{
int m;
m = (w < h) ? w : h;
window_width = w;
window_height = h;
glViewport((w - m) / 2, (h - m) / 2, m, m);
}
void __mouse_callback_input(GLFWwindow* window, int button, int action, int mods)
{
unsigned char green_value;
double xpos, ypos;
if( button != GLFW_MOUSE_BUTTON_LEFT || action != GLFW_PRESS )
return;
glfwGetCursorPos(window, &xpos, &ypos);
glReadPixels((int)xpos, (int)(window_height - ypos), 1, 1, GL_GREEN,
GL_UNSIGNED_BYTE, &green_value);
switch(green_value)
{
case 0xD3:
case 0xD4:
case 0xD5:
selected_axis = green_value-0xD3;
}
}
void __scroll_callback_input(GLFWwindow* window, double xoffset, double yoffset)
{
versor p = GLM_QUAT_IDENTITY_INIT;
glm_quatv(p, yoffset*ANGLE, axis[selected_axis]);
glm_quat_mul(p, q, q);
glm_quat_rotatev(p, axis[0], axis[0]);
glm_quat_rotatev(p, axis[1], axis[1]);
glm_quat_rotatev(p, axis[2], axis[2]);
}
quat_t poll_input(window_t window)
{
versor p = GLM_QUAT_IDENTITY_INIT;
if( glfwGetKey((GLFWwindow*)window, 'Q') == GLFW_PRESS )
{
glm_quatv(p, ANGLE, axis[0]);
goto end;
}
if( glfwGetKey((GLFWwindow*)window, 'W') == GLFW_PRESS )
{
glm_quatv(p, -ANGLE, axis[0]);
goto end;
}
if( glfwGetKey((GLFWwindow*)window, 'A') == GLFW_PRESS )
{
glm_quatv(p, ANGLE, axis[1]);
goto end;
}
if( glfwGetKey((GLFWwindow*)window, 'S') == GLFW_PRESS )
{
glm_quatv(p, -ANGLE, axis[1]);
goto end;
}
if( glfwGetKey((GLFWwindow*)window, 'Z') == GLFW_PRESS )
{
glm_quatv(p, ANGLE, axis[2]);
goto end;
}
if( glfwGetKey((GLFWwindow*)window, 'X') == GLFW_PRESS )
{
glm_quatv(p, -ANGLE, axis[2]);
goto end;
}
end:
glm_quat_mul( p, q, q );
glm_quat_rotatev( p, axis[0], axis[0] );
glm_quat_rotatev( p, axis[1], axis[1] );
glm_quat_rotatev( p, axis[2], axis[2] );
glm_quat_normalize( q );
return q;
}