#include <stdio.h>
#include <stdlib.h>
+#include <math.h>
#include <string.h>
#include <limits.h>
#include "demo.h"
#include "mouse.h"
#include "timer.h"
#include "gfx.h"
+#include "vmath.h"
+#include "sball.h"
+#include "cfgopt.h"
+#include "logger.h"
+
+static int handle_sball_event(sball_event *ev);
+static void recalc_sball_matrix(float *xform);
static int quit;
static int use_mouse;
static long fbsize;
+static int use_sball;
+static vec3_t pos = {0, 0, 0};
+static quat_t rot = {0, 0, 0, 1};
+
int main(int argc, char **argv)
{
fbsize = fb_width * fb_height * fb_bpp / CHAR_BIT;
+ init_logger("demo.log");
+
init_timer(100);
kb_init(32);
set_text_mode();
return 1;
}
+
+ if(opt.sball && sball_init() == 0) {
+ use_sball = 1;
+ }
+
reset_timer();
while(!quit) {
if(use_mouse) {
mouse_bmask = read_mouse(&mouse_x, &mouse_y);
}
+ if(use_sball && sball_pending()) {
+ sball_event ev;
+ printf("got sball event\n");
+ while(sball_getevent(&ev)) {
+ handle_sball_event(&ev);
+ }
+ recalc_sball_matrix(sball_matrix);
+ }
time_msec = get_msec();
demo_draw();
set_text_mode();
demo_cleanup();
kb_shutdown();
+ if(use_sball) {
+ sball_shutdown();
+ }
return 0;
}
/* TODO implement page flipping */
if(pixels) {
/*wait_vsync();*/
+ drawFps(pixels);
memcpy(vmem_front, pixels, fbsize);
+ } else {
+ drawFps(vmem_back);
}
}
+
+
+#define TX(ev) ((ev)->motion.motion[0])
+#define TY(ev) ((ev)->motion.motion[1])
+#define TZ(ev) ((ev)->motion.motion[2])
+#define RX(ev) ((ev)->motion.motion[3])
+#define RY(ev) ((ev)->motion.motion[4])
+#define RZ(ev) ((ev)->motion.motion[5])
+
+static int handle_sball_event(sball_event *ev)
+{
+ switch(ev->type) {
+ case SBALL_EV_MOTION:
+ if(RX(ev) | RY(ev) | RZ(ev)) {
+ float rx = (float)RX(ev);
+ float ry = (float)RY(ev);
+ float rz = (float)RZ(ev);
+ float axis_len = sqrt(rx * rx + ry * ry + rz * rz);
+ if(axis_len > 0.0) {
+ rot = quat_rotate(rot, axis_len * 0.001, -rx / axis_len,
+ -ry / axis_len, -rz / axis_len);
+ }
+ }
+
+ pos.x += TX(ev) * 0.001;
+ pos.y += TY(ev) * 0.001;
+ pos.z += TZ(ev) * 0.001;
+ break;
+
+ case SBALL_EV_BUTTON:
+ if(ev->button.pressed) {
+ pos = v3_cons(0, 0, 0);
+ rot = quat_cons(1, 0, 0, 0);
+ }
+ break;
+ }
+
+ return 0;
+}
+
+void recalc_sball_matrix(float *xform)
+{
+ quat_to_mat(xform, rot);
+ xform[12] = pos.x;
+ xform[13] = pos.y;
+ xform[14] = pos.z;
+}