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#include "extantz.h"
static void _on_camera_input_down(void *data, Evas *evas, Evas_Object *obj, void *event_info)
{
globals *ourGlobals = data;
GLData *gld = &ourGlobals->gld;
Evas_Event_Key_Down *ev = event_info;
if (gld->move)
{
// TODO - Careful, gld->move MIGHT be read at the other end by another thread. MIGHT, coz I really don't know at what point the camera animate routine is actually called.
// Yes, we are dealing with the horrid Evas keyboard handling FUCKING STRING COMPARES! Soooo ...
// TODO - make this a hash lookup dammit.
if (0 == strcmp(ev->key, "Escape"))
{
}
else if (0 == strcmp(ev->key, "Left")) gld->move->r = 2.0;
else if (0 == strcmp(ev->key, "Right")) gld->move->r = -2.0;
else if (0 == strcmp(ev->key, "Up")) gld->move->x = 2.0;
else if (0 == strcmp(ev->key, "Down")) gld->move->x = -2.0;
else if (0 == strcmp(ev->key, "Prior")) gld->move->z = -2.0;
else if (0 == strcmp(ev->key, "Next")) gld->move->z = 2.0;
else if (0 == strcmp(ev->key, "Home")) gld->move->y = 2.0;
else if (0 == strcmp(ev->key, "End")) gld->move->y = -2.0;
else if (0 == strcmp(ev->key, "space")) gld->move->jump = 1.0;
else printf("Unexpected down keystroke - %s\n", ev->key);
}
else printf("Camera input not ready\n");
}
/* SL / OS camera controls
* up / down / w / s moves avatar forward / backward
* shifted version does the same
* double tap triggers run mode / or fast fly mode
* Running backwards turns your avatar to suit, walking does not.
* left / right / a / d rotates avatar left / right, strafes in mouselook
* shifted version turns the avatar to walk sideways, so not really a strafe.
* So not sure if the "strafe" in mouse look turns the avatar as well?
* PgDn / c crouch while it is held down move up in flight mode
* PgUp jump move down in flight mode
* Home toggle flying
* End Nothing?
* Esc return to third person view
* m toggle mouse look
* mouse wheel move view closer / further away from current focused object or avatar
* Alt left click focus on some other object
* Ins ???
* Del ???
* BS ???
* Tab ???
*
* Mouse look is just first person view, moving mouse looks left / right / up / down.
* Not sure if the avatar rotates with left / right, but that's likely.
*
* mouse moves With the left mouse button held down -
* left / right up / down
* ---------------------------------
* for avatar swings avatar around zoom in and out of avatar
* for object nothing
* alt orbit left / right zoom in and out
* alt ctrl orbit left / right orbit up / down
* alt shift orbit left / right zoom in and out
* alt ctrl shift shift view left / right / up / down
* ctrl Nothing?
* shift Nothing?
* ctrl shift Nothing?
*
* Need to also consider when looking at a moving object / avatar.
*
* I think there are other letter keys that duplicate arrow keys and such. I'll look for them later, but I don't use them.
* No idea what the function keys are mapped to, but think it's various non camera stuff.
* I'm damn well leaving the Win/Command and Menu keys for the OS / window manager. lol
* Keypad keys? Not interested, I don't have them.
* Print Screen / SysRq, Pause / Break, other oddball keys, also not interested.
* NOTE - gonna have an easily programmable "bind key to command" thingy, like E17s, so that can deal with other keys.
* Should even let them be saveable so people can swap them with other people easily.
*
* TODO - implement things like space mouse, sixaxis, phone as controller, joysticks, data gloves, etc.
*/
/* A moveRotate array of floats.
* X, Y, Z, and whatever the usual letters are for rotations. lol
* Each one means "move or rotate this much in this direction".
* Where 1.0 means "what ever the standard move is if that key is held down".
* So a keyboard move would just change it's part to 1.0 or -1.0 on key down,
* and back to 0.0 on key up. Or 2.0 / -2.0 if in run mode.
* Which would even work in fly mode.
* A joystick could be set to range over -2.0 to 2.0, and just set it's part directly.
* A mouse look rotate, well will come to that when we need to. B-)
* Setting the x or y to be the DIFFERENCE in window position of the mouse (-1.0 to 1.0) since the last frame.
*
* TODO - In the Elm_glview version, 2.0 seems to be correct speed for walking, but I thought 1.0 was in Evas_GL.
*/
static void _on_camera_input_up(void *data, Evas *evas, Evas_Object *obj, void *event_info)
{
globals *ourGlobals = data;
GLData *gld = &ourGlobals->gld;
Evas_Event_Key_Up *ev = event_info;
if (gld->move)
{
// TODO - Careful, gld->move MIGHT be read at the other end by another thread. MIGHT, coz I really don't know at what point the camera animate routine is actually called.
// Yes, we are dealing with the horrid Evas keyboard handling FUCKING STRING COMPARES! Soooo ...
// TODO - make this a hash lookup dammit.
if (0 == strcmp(ev->key, "Escape"))
{
}
else if (0 == strcmp(ev->key, "Left")) gld->move->r = 0.0;
else if (0 == strcmp(ev->key, "Right")) gld->move->r = 0.0;
else if (0 == strcmp(ev->key, "Up")) gld->move->x = 0.0;
else if (0 == strcmp(ev->key, "Down")) gld->move->x = 0.0;
else if (0 == strcmp(ev->key, "Prior")) gld->move->z = 0.0;
else if (0 == strcmp(ev->key, "Next")) gld->move->z = 0.0;
else if (0 == strcmp(ev->key, "Home")) gld->move->y = 0.0;
else if (0 == strcmp(ev->key, "End")) gld->move->y = 0.0;
else if (0 == strcmp(ev->key, "space")) gld->move->jump = 0.0;
else printf("Unexpected up keystroke - %s\n", ev->key);
}
else printf("Camera input not ready\n");
}
// Elm style event callback.
static Eina_Bool _cb_event_GL(void *data, Evas_Object *obj, Evas_Object *src, Evas_Callback_Type type, void *event_info)
{
Eina_Bool processed = EINA_FALSE;
switch (type)
{
case EVAS_CALLBACK_KEY_DOWN :
{
_on_camera_input_down(data, evas_object_evas_get(obj), obj, event_info);
processed = EINA_TRUE;
break;
}
case EVAS_CALLBACK_KEY_UP :
{
_on_camera_input_up(data, evas_object_evas_get(obj), obj, event_info);
processed = EINA_TRUE;
break;
}
default :
printf("Unknown GL input event.\n");
} /* switch */
return processed;
}
void cameraAdd(globals *ourGlobals, Evas_Object *win)
{
// In this code, we are making our own camera, so grab it's input when we are focused.
evas_object_event_callback_add(win, EVAS_CALLBACK_KEY_DOWN, _on_camera_input_down, ourGlobals);
evas_object_event_callback_add(win, EVAS_CALLBACK_KEY_UP, _on_camera_input_up, ourGlobals);
elm_object_event_callback_add(win, _cb_event_GL, ourGlobals);
}
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