/* An example of processing mouse events in an OpenGL program using the Win32 API. */ #include <windows.h> /* must include this before GL/gl.h */ #include <GL/gl.h> /* OpenGL header file */ #include <GL/glu.h> /* OpenGL utilities header file */ #include <stdio.h> enum { PAN = 1, /* pan state bit */ ROTATE, /* rotate state bits */ ZOOM /* zoom state bit */ }; HDC hDC; /* device context */ HPALETTE hPalette = 0; /* custom palette (if needed) */ GLfloat trans[3]; /* current translation */ GLfloat rot[2]; /* current rotation */ static void update(int state, int ox, int nx, int oy, int ny) { int dx = ox - nx; int dy = ny - oy; switch(state) { case PAN: trans[0] -= dx / 100.0f; trans[1] -= dy / 100.0f; break; case ROTATE: rot[0] += (dy * 180.0f) / 500.0f; rot[1] -= (dx * 180.0f) / 500.0f; #define clamp(x) x = x > 360.0f ? x-360.0f : x < -360.0f ? x+=360.0f : x clamp(rot[0]); clamp(rot[1]); break; case ZOOM: trans[2] -= (dx+dy) / 100.0f; break; } } void init() { glEnable(GL_DEPTH_TEST); } void reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (float)width/height, 0.001, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -3.0f); } void display() { /* rotate a triangle around */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(trans[0], trans[1], trans[2]); glRotatef(rot[0], 1.0f, 0.0f, 0.0f); glRotatef(rot[1], 0.0f, 1.0f, 0.0f); glBegin(GL_TRIANGLES); #define TOP glIndexi(1); glColor3f(1.0f, 0.0f, 0.0f); glVertex3i(0, 1, 0) #define FR glIndexi(2); glColor3f(0.0f, 1.0f, 0.0f); glVertex3i(1, -1, 1) #define FL glIndexi(3); glColor3f(0.0f, 0.0f, 1.0f); glVertex3i(-1, -1, 1) #define BR glIndexi(3); glColor3f(0.0f, 0.0f, 1.0f); glVertex3i(1, -1, -1) #define BL glIndexi(2); glColor3f(0.0f, 1.0f, 0.0f); glVertex3i(-1, -1, -1) TOP; FL; FR; TOP; FR; BR; TOP; BR; BL; TOP; BL; FL; FR; FL; BL; BL; BR; FR; glEnd(); glPopMatrix(); glFlush(); SwapBuffers(hDC); /* nop if singlebuffered */ } LONG WINAPI WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { static PAINTSTRUCT ps; static GLboolean left = GL_FALSE; /* left button currently down? */ static GLboolean right = GL_FALSE; /* right button currently down? */ static GLuint state = 0; /* mouse state flag */ static int omx, omy, mx, my; switch(uMsg) { case WM_PAINT: display(); BeginPaint(hWnd, &ps); EndPaint(hWnd, &ps); return 0; case WM_SIZE: reshape(LOWORD(lParam), HIWORD(lParam)); PostMessage(hWnd, WM_PAINT, 0, 0); return 0; case WM_CHAR: switch (wParam) { case 27: /* ESC key */ PostQuitMessage(0); break; } return 0; case WM_LBUTTONDOWN: case WM_RBUTTONDOWN: /* if we don't set the capture we won't get mouse move messages when the mouse moves outside the window. */ SetCapture(hWnd); mx = LOWORD(lParam); my = HIWORD(lParam); if (uMsg == WM_LBUTTONDOWN) state |= PAN; if (uMsg == WM_RBUTTONDOWN) state |= ROTATE; return 0; case WM_LBUTTONUP: case WM_RBUTTONUP: /* remember to release the capture when we are finished. */ ReleaseCapture(); state = 0; return 0; case WM_MOUSEMOVE: if (state) { omx = mx; omy = my; mx = LOWORD(lParam); my = HIWORD(lParam); /* Win32 is pretty braindead about the x, y position that it returns when the mouse is off the left or top edge of the window (due to them being unsigned). therefore, roll the Win32's 0..2^16 pointer co-ord range to the more amenable (and useful) 0..+/-2^15. */ if(mx & 1 << 15) mx -= (1 << 16); if(my & 1 << 15) my -= (1 << 16); update(state, omx, mx, omy, my); PostMessage(hWnd, WM_PAINT, 0, 0); } return 0; case WM_PALETTECHANGED: if (hWnd == (HWND)wParam) break; /* fall through to WM_QUERYNEWPALETTE */ case WM_QUERYNEWPALETTE: if (hPalette) { UnrealizeObject(hPalette); SelectPalette(hDC, hPalette, FALSE); RealizePalette(hDC); return TRUE; } return FALSE; case WM_CLOSE: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } HWND CreateOpenGLWindow(char* title, int x, int y, int width, int height, BYTE type, DWORD flags) { int n, pf; HWND hWnd; WNDCLASS wc; LOGPALETTE* lpPal; PIXELFORMATDESCRIPTOR pfd; static HINSTANCE hInstance = 0; /* only register the window class once - use hInstance as a flag. */ if (!hInstance) { hInstance = GetModuleHandle(NULL); wc.style = CS_OWNDC; wc.lpfnWndProc = (WNDPROC)WindowProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = NULL; wc.lpszMenuName = NULL; wc.lpszClassName = "OpenGL"; if (!RegisterClass(&wc)) { MessageBox(NULL, "RegisterClass() failed: " "Cannot register window class.", "Error", MB_OK); return NULL; } } hWnd = CreateWindow("OpenGL", title, WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, x, y, width, height, NULL, NULL, hInstance, NULL); if (hWnd == NULL) { MessageBox(NULL, "CreateWindow() failed: Cannot create a window.", "Error", MB_OK); return NULL; } hDC = GetDC(hWnd); /* there is no guarantee that the contents of the stack that become the pfd are zeroed, therefore _make sure_ to clear these bits. */ memset(&pfd, 0, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | flags; pfd.iPixelType = type; pfd.cDepthBits = 32; pfd.cColorBits = 32; pf = ChoosePixelFormat(hDC, &pfd); if (pf == 0) { MessageBox(NULL, "ChoosePixelFormat() failed: " "Cannot find a suitable pixel format.", "Error", MB_OK); return 0; } if (SetPixelFormat(hDC, pf, &pfd) == FALSE) { MessageBox(NULL, "SetPixelFormat() failed: " "Cannot set format specified.", "Error", MB_OK); return 0; } DescribePixelFormat(hDC, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd); if (pfd.dwFlags & PFD_NEED_PALETTE || pfd.iPixelType == PFD_TYPE_COLORINDEX) { n = 1 << pfd.cColorBits; if (n > 256) n = 256; lpPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) + sizeof(PALETTEENTRY) * n); memset(lpPal, 0, sizeof(LOGPALETTE) + sizeof(PALETTEENTRY) * n); lpPal->palVersion = 0x300; lpPal->palNumEntries = n; GetSystemPaletteEntries(hDC, 0, n, &lpPal->palPalEntry[0]); /* if the pixel type is RGBA, then we want to make an RGB ramp, otherwise (color index) set individual colors. */ if (pfd.iPixelType == PFD_TYPE_RGBA) { int redMask = (1 << pfd.cRedBits) - 1; int greenMask = (1 << pfd.cGreenBits) - 1; int blueMask = (1 << pfd.cBlueBits) - 1; int i; /* fill in the entries with an RGB color ramp. */ for (i = 0; i < n; ++i) { lpPal->palPalEntry[i].peRed = (((i >> pfd.cRedShift) & redMask) * 255) / redMask; lpPal->palPalEntry[i].peGreen = (((i >> pfd.cGreenShift) & greenMask) * 255) / greenMask; lpPal->palPalEntry[i].peBlue = (((i >> pfd.cBlueShift) & blueMask) * 255) / blueMask; lpPal->palPalEntry[i].peFlags = 0; } } else { lpPal->palPalEntry[0].peRed = 0; lpPal->palPalEntry[0].peGreen = 0; lpPal->palPalEntry[0].peBlue = 0; lpPal->palPalEntry[0].peFlags = PC_NOCOLLAPSE; lpPal->palPalEntry[1].peRed = 255; lpPal->palPalEntry[1].peGreen = 0; lpPal->palPalEntry[1].peBlue = 0; lpPal->palPalEntry[1].peFlags = PC_NOCOLLAPSE; lpPal->palPalEntry[2].peRed = 0; lpPal->palPalEntry[2].peGreen = 255; lpPal->palPalEntry[2].peBlue = 0; lpPal->palPalEntry[2].peFlags = PC_NOCOLLAPSE; lpPal->palPalEntry[3].peRed = 0; lpPal->palPalEntry[3].peGreen = 0; lpPal->palPalEntry[3].peBlue = 255; lpPal->palPalEntry[3].peFlags = PC_NOCOLLAPSE; } hPalette = CreatePalette(lpPal); if (hPalette) { SelectPalette(hDC, hPalette, FALSE); RealizePalette(hDC); } free(lpPal); } ReleaseDC(hWnd, hDC); return hWnd; } int WINAPI WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow) { HGLRC hRC; /* opengl context */ HWND hWnd; /* window */ MSG msg; /* message */ DWORD buffer = PFD_DOUBLEBUFFER; /* buffering type */ BYTE color = PFD_TYPE_RGBA; /* color type */ if (strstr(lpszCmdLine, "-sb")) { buffer = 0; } if (strstr(lpszCmdLine, "-ci")) { color = PFD_TYPE_COLORINDEX; } if (strstr(lpszCmdLine, "-h")) { MessageBox(NULL, "mouse [-ci] [-sb]\n" " -sb single buffered\n" " -ci color index\n", "Usage help", MB_ICONINFORMATION); exit(0); } hWnd = CreateOpenGLWindow("mouse", 0, 0, 256, 256, color, buffer); if (hWnd == NULL) exit(1); hDC = GetDC(hWnd); hRC = wglCreateContext(hDC); wglMakeCurrent(hDC, hRC); init(); ShowWindow(hWnd, nCmdShow); while(GetMessage(&msg, hWnd, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); } wglMakeCurrent(NULL, NULL); ReleaseDC(hWnd, hDC); wglDeleteContext(hRC); DestroyWindow(hWnd); if (hPalette) DeleteObject(hPalette); return msg.wParam; } Discuss this article in the forums
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