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path: root/src/extantz/camera.c
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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);
}