GLUT Tutorials 9: GLUT鼠标

博客转自:https://www.cnblogs.com/yangxi/archive/2011/09/16/2178499.html

在前几节,我们看了怎么使用GLUT的keyboard函数,来增加一个OpenGL程序的交互性。现在,是时候研究下鼠标了。GLUT的鼠标接口提供一些列的选项来增加鼠标的交互性。也就是检测鼠标单击,和鼠标移动。

检测鼠标Clicks

和键盘处理一样,GLUT为你的注册函数(也就是处理鼠标clicks事件的函数)提供了一个方法。函数glutMouseFunc,这个函数一般在程序初始化阶段被调用。函数原型如下:

void glutMouseFunc(void(*func)(int button,int state,int x,int y));
参数:
func:处理鼠标click事件的函数的函数名。
从上面可以看到到,处理鼠标click事件的函数,一定有4个参数。第一个参数表明哪个鼠标键被按下或松开,这个变量可以是下面的三个值中的一个:
GLUT_LEFT_BUTTON
GLUT_MIDDLE_BUTTON
GLUT_RIGHT_BUTTON

第二个参数表明,函数被调用发生时,鼠标的状态,也就是是被按下,或松开,可能取值如下:

GLUT_DOWN
GLUT_UP

当函数被调用时,state的值是GLUT_DOWN,那么程序可能会假定将会有个GLUT_UP事件,甚至鼠标移动到窗口外面,也如此。然而,如果程序调用glutMouseFunc传递NULL作为参数,那么GLUT将不会改变鼠标的状态。

剩下的两个参数(x,y)提供了鼠标当前的窗口坐标(以左上角为原点)。
检测动作( motion
GLUT提供鼠标motion检测能力。有两种GLUT处理的motion:active motion和passive motion。Active motion是指鼠标移动并且有一个鼠标键被按下。Passive motion是指当鼠标移动时,并有没鼠标键按下。如果一个程序正在追踪鼠标,那么鼠标移动期间,每一帧将产生一个结果。
和以前一样,你必须注册将处理鼠标事件的函数(定义函数)。GLUT让我们可以指定两个不同的函数,一个追踪passive motion,另一个追踪active motion。
它们的函数原型,如下:
void glutMotionFunc(void(*func)(int x,int y));
void glutPassiveMotionFunc(void (*func)(int x,int y));
参数:
Func:处理各自类型motion的函数名。
处理motion的参数函数的参数(x,y)是鼠标在窗口的坐标。以左上角为原点。
检测鼠标进入或离开窗口

GLUT还能检测鼠标鼠标离开,进入窗口区域。一个回调函数可以被定义去处理这两个事件。GLUT里,调用这个函数的是glutEntryFunc,函数原型如下:

void glutEntryFunc(void(*func)(int state));
参数:
Func:处理这些事件的函数名。
上面函数的参数中,state有两个值:
GLUT_LEFT
GLUT_ENTERED

表明,是离开,还是进入窗口。

整合全部功能到程序内

首先我们要做的是在GLUT里定义哪些函数将负责处理鼠标事件。因此我们将重写我们的main函数,让它包含所有必须的回调注册函数。我们将在程序里描述其他一些教程里没说清楚的地方。

#include <gl/glut.h>

void main(int argc, char **argv) 
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
    glutInitWindowPosition(100, 100);
    glutInitWindowSize(320, 320);
    glutCreateWindow("GLUT Tutorial Cursor");

    glutDisplayFunc(renderScene);
    glutIdleFunc(renderScene);
    glutReshapeFunc(reShape);

    //adding here the mouse processing callbacks
    glutMouseFunc(processMouse);
    glutMotionFunc(processMouseActiveMotion);
    glutPassiveMotionFunc(processMousePassiveMotion);
    glutEntryFunc(processMouseEntry);

    glutMainLoop();
}

OK,现在做点有趣的。我们将定义那些将做一些不可思议事件的回调函数。当一个鼠标键和alt键都被按下,我们将改变三角形的颜色。鼠标左键使三角形变成红色,中间的将三角形变成绿色,鼠标右键将三角形变成蓝色。函数如下:

void processMouse(int button, int state, int x, int y) {
 
 
         specialKey = glutGetModifiers();
         // 当鼠标键和alt键都被按下
         if ((state == GLUT_DOWN) && 
                          (specialKey == GLUT_ACTIVE_ALT)) {
 
                 // set the color to pure red for the left button
                 if (button == GLUT_LEFT_BUTTON) {
                          red = 1.0; green = 0.0; blue = 0.0;
                 }
                 // set the color to pure green for the middle button
                 else if (button == GLUT_MIDDLE_BUTTON) {
                          red = 0.0; green = 1.0; blue = 0.0;
                 }
                 // set the color to pure blue for the right button
                 else {
                          red = 0.0; green = 0.0; blue = 1.0;
                 }
         }
}

接下来有一个精细的颜色拾取方法。当一个鼠标键被按下,但alt键被被按下。我们把blue设为0.0,并且让red和green分量的值取决于鼠标在窗口中的位置。。函数如下:

void processMouseActiveMotion(int x, int y) {
 
         // the ALT key was used in the previous function
         if (specialKey != GLUT_ACTIVE_ALT) {
                 // setting red to be relative to the mouse 
                 // position inside the window
                 if (x < 0)
                          red = 0.0;
                 else if (x > width)
                          red = 1.0;
                 else
                          red = ((float) x)/height;
                 // setting green to be relative to the mouse 
                 // position inside the window
                 if (y < 0)
                          green = 0.0;
                 else if (y > width)
                          green = 1.0;
                 else
                          green = ((float) y)/height;
                 // removing the blue component.
                 blue = 0.0;
         }
}

下面给passive motion添加一些动作。当shift键被按下,鼠标将在x轴上有一个旋转。我们不得不修改renderScene函数。函数如下:

float angleX = 0.0;

void renderScene(void) {
         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
         glPushMatrix();
         glRotatef(angle,0.0,1.0,0.0);
         
         // This is the line we added for the
         // rotation on the X axis;
         glRotatef(angleX,1.0,0.0,0.0);
         
         glColor3f(red,green,blue);
 
         glBegin(GL_TRIANGLES);
                 glVertex3f(-0.5,-0.5,0.0);
                 glVertex3f(0.5,0.0,0.0);
                 glVertex3f(0.0,0.5,0.0);
         glEnd();
         glPopMatrix();
         angle++;
         glutSwapBuffers();
}

现在我们的有个函数处理passive motion事件。函数将改变angleX的值。

void processMousePassiveMotion(int x, int y) {
 
         // User must press the SHIFT key to change the 
         // rotation in the X axis
         if (specialKey != GLUT_ACTIVE_SHIFT) {
 
                 // setting the angle to be relative to the mouse 
                 // position inside the window
                 if (x < 0)
                          angleX = 0.0;
                 else if (x > width)
                          angleX = 180.0;
                 else
                          angleX = 180.0 * ((float) x)/height;
         }
}

最后鼠标离开窗口将使动画停止,为了做到这,我们也需要改变函数renderScene。

// initially define the increase of the angle by 1.0;
float deltaAngle = 1.0;

void renderScene(void) {
         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
         glPushMatrix();
         glRotatef(angle,0.0,1.0,0.0);
         glRotatef(angleX,1.0,0.0,0.0);
         glColor3f(red,green,blue);
 
         glBegin(GL_TRIANGLES);
                 glVertex3f(-0.5,-0.5,0.0);
                 glVertex3f(0.5,0.0,0.0);
                 glVertex3f(0.0,0.5,0.0);
         glEnd();
         glPopMatrix();
         // this is the new line
         // previously it was: angle++;
         angle+=deltaAngle;
         glutSwapBuffers();
}

processMouseEntry是最后一个函数。注意,这个在微软操作系统下可能工作的不是很好。

void processMouseEntry(int state) {
         if (state == GLUT_LEFT)
                 deltaAngle = 0.0;
         else
                 deltaAngle = 1.0;
}

显示效果如下

完整代码如下
#include <stdio.h>
#include <gl/glut.h>

int specialKey = 0;
static float angle = 0.0, angleX = 0.0, ratio;

// initially define the increase of the angle by 1.0;
float deltaAngle = 0.05;

//windows size 
int width = 320, height = 320;

//所有的变量被初始化为1,表明三角形最开始是白色的。
float red = 1.0, blue = 1.0, green = 1.0;

void processMouse(int button, int state, int x, int y)
{
    specialKey = glutGetModifiers();

    // 当鼠标键和alt键都被按下
    if ((state == GLUT_DOWN) && (specialKey == GLUT_ACTIVE_ALT))
    {
        // set the color to pure red for the left button
        if (button == GLUT_LEFT_BUTTON) 
        {
            red = 1.0; green = 0.0; blue = 0.0;
        }
        // set the color to pure green for the middle button
        else if (button == GLUT_MIDDLE_BUTTON) 
        {
            red = 0.0; green = 1.0; blue = 0.0;
        }
        // set the color to pure blue for the right button
        else 
        {
            red = 0.0; green = 0.0; blue = 1.0;
        }
    }
}

void processMousePassiveMotion(int x, int y) 
{
    // User must press the SHIFT key to change the 
    // rotation in the X axis
    if (specialKey != GLUT_ACTIVE_SHIFT)
    {
        // setting the angle to be relative to the mouse 
        // position inside the window
        if (x < 0)
            angleX = 0.0;
        else if (x > width)
            angleX = 180.0;
        else
            angleX = 180.0 * ((float)x) / height;
    }
}

void processMouseActiveMotion(int x, int y)
{
    // the ctrl key was used in the previous function
    if (specialKey != GLUT_ACTIVE_ALT)
    {
        // setting red to be relative to the mouse 
        // position inside the window
        if (x < 0)
            red = 0.0;
        else if (x > width)
            red = 1.0;
        else
            red = ((float)x) / height;
        // setting green to be relative to the mouse 
        // position inside the window
        if (y < 0)
            green = 0.0;
        else if (y > width)
            green = 1.0;
        else
            green = ((float)y) / height;

        // removing the blue component.
        blue = 0.0;
    }
}


void renderScene(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
    glRotatef(angle, 0.0, 1.0, 0.0);
    glRotatef(angleX, 1.0, 0.0, 0.0);
    glColor3f(red, green, blue);

    glBegin(GL_TRIANGLES);
    glVertex3f(-0.5, -0.5, 0.0);
    glVertex3f(0.5, 0.0, 0.0);
    glVertex3f(0.0, 0.5, 0.0);
    glEnd();
    glPopMatrix();
    // this is the new line
    // previously it was: angle++;
    angle += deltaAngle;
    glutSwapBuffers();
}

void processMouseEntry(int state)
{
    if (state == GLUT_LEFT)
        deltaAngle = 0.0;
    else
        deltaAngle = 0.05;
}

void reShape(int w, int h)
{
    // 防止被0除.
    if (h == 0)
        h = 1;

    width = w;
    height = h;

    ratio = 1.0f * w / h;
    //Reset the coordinate system before modifying
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    //设置视口为整个窗口大小
    glViewport(0, 0, width, height);

    //设置可视空间
    gluPerspective(45, ratio, 1, 1000);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);
}

void main(int argc, char **argv) 
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
    glutInitWindowPosition(100, 100);
    glutInitWindowSize(320, 320);
    glutCreateWindow("GLUT Tutorial Cursor");

    glutDisplayFunc(renderScene);
    glutIdleFunc(renderScene);
    glutReshapeFunc(reShape);

    //adding here the mouse processing callbacks
    glutMouseFunc(processMouse);
    glutMotionFunc(processMouseActiveMotion);
    glutPassiveMotionFunc(processMousePassiveMotion);
    glutEntryFunc(processMouseEntry);

    glutMainLoop();
}

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转载自www.cnblogs.com/flyinggod/p/12926934.html