new test, based on MouseTest

This commit is contained in:
Brian Matzon 2004-02-04 21:44:13 +00:00
parent 9125d03f62
commit 924398d3c6
1 changed files with 305 additions and 82 deletions

View File

@ -1,5 +1,5 @@
/*
* Copyright (c) 2002 Lightweight Java Game Library Project
* Copyright (c) 2002-2004 Lightweight Java Game Library Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -31,13 +31,13 @@
*/
package org.lwjgl.test.input;
import org.lwjgl.DisplayMode;
import org.lwjgl.input.Controller;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.Window;
import org.lwjgl.opengl.GLU;
import org.lwjgl.opengl.glu.GLU;
import org.lwjgl.vector.Vector2f;
import org.lwjgl.vector.Vector3f;
/**
* $Id$
@ -49,14 +49,55 @@ import org.lwjgl.vector.Vector2f;
*/
public class ControllerTest {
/** GLU instance */
private GLU glu;
/** Controller fuzz */
public static final int FUZZ = 200;
/** position of quad to draw */
private Vector2f position = new Vector2f(320.0f, 240.0f);
/** Direction controller has moved */
private int direction;
/** Display mode selected */
private DisplayMode displayMode;
/** Last button pressed */
private int lastButton = 0;
/** Last direction we scrolled in */
private int lastScrollDirection = -1;
/** Width of window */
private static int WINDOW_WIDTH = 640;
/** Height of window */
private static int WINDOW_HEIGHT = 640;
/** Triangle size (in ½) */
private Vector2f triangleSize = new Vector2f(120, 100);
/** Triangle color */
private Vector3f triangleColor[] = new Vector3f[] {
new Vector3f(1,1,1),
new Vector3f(1,0,0),
new Vector3f(0,1,0),
new Vector3f(0,0,1)
};
private Vector3f quadColor[] = new Vector3f[] {
new Vector3f(1,1,1),
new Vector3f(1,0,0),
new Vector3f(0,1,0),
new Vector3f(0,0,1)
};
/** Triangles to paint */
private Vector2f[] triangles = {
new Vector2f(WINDOW_WIDTH/2, WINDOW_HEIGHT - triangleSize.y),
new Vector2f(triangleSize.y, WINDOW_HEIGHT/2),
new Vector2f(WINDOW_WIDTH/2, triangleSize.y),
new Vector2f(WINDOW_WIDTH-triangleSize.y, WINDOW_HEIGHT/2)
};
/** Whether the test is closing */
private boolean closing = false;
/** Fullscreen or not */
public static final boolean FULLSCREEN = false;
/** Creates a new instance of ControllerTest */
public ControllerTest() {
@ -64,19 +105,23 @@ public class ControllerTest {
private void initialize() {
// create display and opengl
setupDisplay(false);
setupDisplay();
try {
Keyboard.create();
} catch (Exception e) {
e.printStackTrace();
System.exit(-1);
}
createController();
createKeyboard();
}
private void setupDisplay(boolean fullscreen) {
/**
* Setup display
*/
private void setupDisplay() {
try {
Window.create("ControllerTest", 50, 50, 640, 480, 16, 0, 0, 0);
if (FULLSCREEN) {
Window.create("ControllerTest", 16, 0, 0, 0);
} else {
Window.create("ControllerTest", 50, 50, WINDOW_WIDTH, WINDOW_HEIGHT, 16, 0, 0, 0);
}
Window.setVSyncEnabled(true);
} catch (Exception e) {
e.printStackTrace();
System.exit(-1);
@ -85,108 +130,286 @@ public class ControllerTest {
initializeOpenGL();
}
/**
* Initializes OpenGL
*
*/
private void initializeOpenGL() {
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLU.gluOrtho2D(0.0, 640, 0, 480);
GLU.gluOrtho2D(0.0f, WINDOW_WIDTH, 0, WINDOW_HEIGHT);
}
/**
* Executes the actual test
*/
public void executeTest() {
initialize();
createController();
wiggleController();
runTest();
Controller.destroy();
Keyboard.destroy();
Window.destroy();
}
/**
* Creates the controller
*/
private void createController() {
try {
Controller.create();
} catch (Exception e) {
e.printStackTrace();
System.out.println("No controller found, exiting...");
System.exit(-1);
}
}
/**
* Creates the keyboard
*/
private void createKeyboard() {
try {
Keyboard.create();
} catch (Exception e) {
e.printStackTrace();
System.exit(-1);
}
}
private void wiggleController() {
while (!Window.isCloseRequested()) {
Window.update();
/**
* Runs the test
*/
private void runTest() {
// while not exiting
while (!closing) {
handleWindow();
if(Window.isMinimized()) {
try {
Thread.sleep(100);
} catch (InterruptedException inte) {
inte.printStackTrace();
// secondary check
if(!closing) {
// poll and check keyboard and mouse
handleKeyboard();
handleController();
// pause and continue if minimized
if(Window.isMinimized()) {
if(Window.isDirty()) {
render();
Window.paint();
}
pause(100);
continue;
}
continue;
// render and flip
logic();
render();
Window.paint();
}
Controller.poll();
Keyboard.poll();
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
return;
}
if (Controller.getX() > 200) {
position.x += 1;
}
if (Controller.getX() < -200) {
position.x -= 1;
}
if (Controller.getY() < -200) {
position.y += 1;
}
if (Controller.getY() > 200) {
position.y -= 1;
}
if(position.x<0) {
position.x = 0;
} else if (position.x>640-60) {
position.x = 640-60;
}
if(position.y < 0) {
position.y = 0;
} else if (position.y>480-30) {
position.y = 480-30;
}
render();
Window.paint();
Thread.yield();
}
}
/**
* Pauses the current thread for a specified time
*
* @param time milliseconds to pause
*/
private void pause(long time) {
try {
Thread.sleep(time);
} catch (InterruptedException inte) {
inte.printStackTrace();
}
}
/**
* Handles the window
*/
private void handleWindow() {
Window.update();
closing = Window.isCloseRequested();
}
/**
* handles the controller
*/
private void handleController() {
readController();
}
/**
* Reads the controller
*/
private void readController() {
// poll for current values
Controller.poll();
// get last button down
for(int i=0;i<Controller.getButtonCount(); i++) {
if(Controller.isButtonDown(i)) {
lastButton = i;
}
}
updateState();
}
/**
* Updates our "model"
*/
private void updateState() {
direction = -1;
// get out if no movement
if (Controller.getX() == Controller.getY() && Controller.getX() == 0) {
if(!Controller.hasPOV()) {
return;
}
}
// determine direction moved
// ============================
if(Controller.getX() > FUZZ) {
direction = 3;
}
if(Controller.getX() < -FUZZ) {
direction = 1;
}
if(Controller.getY() > FUZZ) {
direction = 2;
}
if(Controller.getY() < -FUZZ) {
direction = 0;
}
// ----------------------------
if(direction > -1) {
// based on which button was last pushed, update model
switch(lastButton) {
case -1:
break;
case 1:
triangleColor[direction].y = 1;
break;
case 2:
triangleColor[direction].z = 1;
break;
case 3:
triangleColor[direction].x = 1;
triangleColor[direction].y = 1;
triangleColor[direction].z = 1;
break;
case 0: // fall through
default:
triangleColor[direction].x = 1;
break;
}
}
if(Controller.hasPOV()) {
// get direction to update in
switch(Controller.getPov()) {
case Controller.POV_CENTER:
return;
case Controller.POV_SOUTH:
case Controller.POV_EAST:
lastScrollDirection++;
break;
case Controller.POV_NORTH:
case Controller.POV_WEST:
lastScrollDirection--;
break;
}
// over/underflow
if(lastScrollDirection < 0) {
lastScrollDirection = 3;
}
if(lastScrollDirection > 3) {
lastScrollDirection = 0;
}
// update colors
quadColor[lastScrollDirection].x = (float) Math.random();
quadColor[lastScrollDirection].y = (float) Math.random();
quadColor[lastScrollDirection].z = (float) Math.random();
}
}
/**
* Handles the keyboard
*/
private void handleKeyboard() {
Keyboard.poll();
// closing on ESCAPE
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
closing = true;
}
}
/**
* Does the "model logic"
*/
private void logic() {
// "we fade to black"
// ===========================================
for(int i=0; i<triangleColor.length; i++) {
triangleColor[i].x -= 0.01;
triangleColor[i].y -= 0.01;
triangleColor[i].z -= 0.01;
}
for(int i=0; i<quadColor.length; i++) {
quadColor[i].x -= 0.01;
quadColor[i].y -= 0.01;
quadColor[i].z -= 0.01;
}
// -------------------------------------------
}
/**
* Render our triangles
*/
private void render() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL11.glBegin(GL11.GL_POLYGON);
{
float color = 1.0f;
int buttonDown = 0;
// for each triangle, render it at position, rotating degrees for each
for(int i=0; i<triangles.length; i++) {
GL11.glPushMatrix(); {
GL11.glTranslatef(triangles[i].x, triangles[i].y, 0);
GL11.glRotatef(i*90, 0, 0, 1);
for(int i=0;i<Controller.getButtonCount(); i++) {
if(Controller.isButtonDown(i)) {
color = (1.0f / Controller.getButtonCount()) * (i+1);
System.out.println("Button " + i + " down");
GL11.glColor3f(triangleColor[i].x, triangleColor[i].y, triangleColor[i].z);
GL11.glBegin(GL11.GL_TRIANGLES); {
GL11.glVertex2f(0, triangleSize.y);
GL11.glVertex2f(-triangleSize.x, -triangleSize.y);
GL11.glVertex2f(+triangleSize.x, -triangleSize.y);
}
GL11.glEnd();
}
GL11.glColor3f(color, color, color);
GL11.glPopMatrix();
}
GL11.glVertex2f(position.x + 0.0f, position.y + 0.0f);
GL11.glVertex2f(position.x + 0.0f, position.y + 30.0f);
GL11.glVertex2f(position.x + 40.0f, position.y + 30.0f);
GL11.glVertex2f(position.x + 60.0f, position.y + 15.f);
GL11.glVertex2f(position.x + 40.0f, position.y + 0.0f);
// paint quad in the middle (yes, wasting cpu cycles by not precalculating)
GL11.glBegin(GL11.GL_QUADS); {
GL11.glColor3f(quadColor[0].x, quadColor[0].y, quadColor[0].z);
GL11.glVertex2f(WINDOW_WIDTH/2-triangleSize.x, WINDOW_HEIGHT/2-triangleSize.x);
GL11.glColor3f(quadColor[1].x, quadColor[1].y, quadColor[1].z);
GL11.glVertex2f(WINDOW_WIDTH/2+triangleSize.x, WINDOW_HEIGHT/2-triangleSize.x);
GL11.glColor3f(quadColor[2].x, quadColor[2].y, quadColor[2].z);
GL11.glVertex2f(WINDOW_WIDTH/2+triangleSize.x, WINDOW_HEIGHT/2+triangleSize.x);
GL11.glColor3f(quadColor[3].x, quadColor[3].y, quadColor[3].z);
GL11.glVertex2f(WINDOW_WIDTH/2-triangleSize.x, WINDOW_HEIGHT/2+triangleSize.x);
}
GL11.glEnd();
}