SDL/test/testmouse.c

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/*
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_test.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
#endif
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#include <stdlib.h> /* exit() */
#ifdef SDL_PLATFORM_3DS
/* For mouse-based tests, we want to have the window on the touch screen */
#define SCREEN_X 40
#define SCREEN_Y 240
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240
#elif defined(SDL_PLATFORM_IOS)
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 480
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#else
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
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#endif
static SDL_Window *window;
typedef struct _Object
{
struct _Object *next;
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float x1, y1, x2, y2;
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Uint8 r, g, b;
bool isRect;
} Object;
static Object *active = NULL;
static Object *objects = NULL;
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static int buttons = 0;
static bool isRect = false;
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static bool wheel_x_active = false;
static bool wheel_y_active = false;
static float wheel_x = SCREEN_WIDTH * 0.5f;
static float wheel_y = SCREEN_HEIGHT * 0.5f;
struct mouse_loop_data {
bool done;
SDL_Renderer *renderer;
};
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static void DrawObject(SDL_Renderer *renderer, Object *object)
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{
SDL_SetRenderDrawColor(renderer, object->r, object->g, object->b, 255);
if (object->isRect) {
SDL_FRect rect;
if (object->x1 > object->x2) {
rect.x = object->x2;
rect.w = object->x1 - object->x2;
} else {
rect.x = object->x1;
rect.w = object->x2 - object->x1;
}
if (object->y1 > object->y2) {
rect.y = object->y2;
rect.h = object->y1 - object->y2;
} else {
rect.y = object->y1;
rect.h = object->y2 - object->y1;
}
SDL_RenderFillRect(renderer, &rect);
} else {
SDL_RenderLine(renderer, object->x1, object->y1, object->x2, object->y2);
}
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}
static void DrawObjects(SDL_Renderer *renderer)
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{
Object *next = objects;
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while (next) {
DrawObject(renderer, next);
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next = next->next;
}
}
static void AppendObject(Object *object)
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{
if (objects) {
Object *next = objects;
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while (next->next) {
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next = next->next;
}
next->next = object;
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} else {
objects = object;
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}
}
static void loop(void *arg)
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{
struct mouse_loop_data *loop_data = (struct mouse_loop_data *)arg;
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SDL_Event event;
SDL_Renderer *renderer = loop_data->renderer;
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/* Check for events */
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_MOUSE_WHEEL:
if (event.wheel.direction == SDL_MOUSEWHEEL_FLIPPED) {
event.wheel.x *= -1;
event.wheel.y *= -1;
}
if (event.wheel.x != 0.0f) {
wheel_x_active = true;
/* "positive to the right and negative to the left" */
wheel_x += event.wheel.x * 10.0f;
}
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if (event.wheel.y != 0.0f) {
wheel_y_active = true;
/* "positive away from the user and negative towards the user" */
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wheel_y -= event.wheel.y * 10.0f;
}
break;
case SDL_EVENT_MOUSE_MOTION:
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if (!active) {
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break;
}
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active->x2 = event.motion.x;
active->y2 = event.motion.y;
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
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if (!active) {
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active = SDL_calloc(1, sizeof(*active));
active->x1 = active->x2 = event.button.x;
active->y1 = active->y2 = event.button.y;
active->isRect = isRect;
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}
switch (event.button.button) {
case SDL_BUTTON_LEFT:
active->r = 255;
buttons |= SDL_BUTTON_LMASK;
break;
case SDL_BUTTON_MIDDLE:
active->g = 255;
buttons |= SDL_BUTTON_MMASK;
break;
case SDL_BUTTON_RIGHT:
active->b = 255;
buttons |= SDL_BUTTON_RMASK;
break;
case SDL_BUTTON_X1:
active->r = 255;
active->b = 255;
buttons |= SDL_BUTTON_X1MASK;
break;
case SDL_BUTTON_X2:
active->g = 255;
active->b = 255;
buttons |= SDL_BUTTON_X2MASK;
break;
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}
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
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if (!active) {
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break;
}
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switch (event.button.button) {
case SDL_BUTTON_LEFT:
buttons &= ~SDL_BUTTON_LMASK;
break;
case SDL_BUTTON_MIDDLE:
buttons &= ~SDL_BUTTON_MMASK;
break;
case SDL_BUTTON_RIGHT:
buttons &= ~SDL_BUTTON_RMASK;
break;
case SDL_BUTTON_X1:
buttons &= ~SDL_BUTTON_X1MASK;
break;
case SDL_BUTTON_X2:
buttons &= ~SDL_BUTTON_X2MASK;
break;
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}
if (buttons == 0) {
AppendObject(active);
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active = NULL;
}
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_C) {
int x, y, w, h;
SDL_GetWindowPosition(window, &x, &y);
SDL_GetWindowSize(window, &w, &h);
w /= 2;
h /= 2;
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if (event.key.mod & SDL_KMOD_ALT) {
SDL_WarpMouseGlobal((float)(x + w), (float)(y + h));
} else {
SDL_WarpMouseInWindow(window, (float)w, (float)h);
}
}
SDL_FALLTHROUGH;
case SDL_EVENT_KEY_UP:
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switch (event.key.key) {
case SDLK_LSHIFT:
isRect = event.key.down;
if (active) {
active->isRect = isRect;
}
break;
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default:
break;
}
break;
case SDL_EVENT_QUIT:
loop_data->done = true;
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break;
default:
break;
}
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
/* Mouse wheel */
SDL_SetRenderDrawColor(renderer, 0, 255, 128, 255);
if (wheel_x_active) {
SDL_RenderLine(renderer, wheel_x, 0.0f, wheel_x, (float)SCREEN_HEIGHT);
}
if (wheel_y_active) {
SDL_RenderLine(renderer, 0.0f, wheel_y, (float)SCREEN_WIDTH, wheel_y);
}
/* Objects from mouse clicks */
DrawObjects(renderer);
if (active) {
DrawObject(renderer, active);
}
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SDL_RenderPresent(renderer);
#ifdef SDL_PLATFORM_EMSCRIPTEN
if (loop_data->done) {
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emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
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{
struct mouse_loop_data loop_data;
SDLTest_CommonState *state;
#ifdef SDL_PLATFORM_3DS
SDL_PropertiesID props;
#endif
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, 0);
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if (!state) {
return 1;
}
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/* Parse commandline */
if (!SDLTest_CommonDefaultArgs(state, argc, argv)) {
return 1;
}
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/* Initialize SDL (Note: video is required to start event loop) */
Use SDL_bool instead an int return code in the SDL API Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}
/* Create a window to display joystick axis position */
#ifdef SDL_PLATFORM_3DS
props = SDL_CreateProperties();
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, "Mouse Test");
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SCREEN_X);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SCREEN_Y);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, SCREEN_WIDTH);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, SCREEN_HEIGHT);
SDL_SetNumberProperty(props, "flags", 0);
window = SDL_CreateWindowWithProperties(props);
#else
window = SDL_CreateWindow("Mouse Test", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
#endif
if (!window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
return 0;
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}
loop_data.done = false;
loop_data.renderer = SDL_CreateRenderer(window, NULL);
if (!loop_data.renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create renderer: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
return 0;
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}
/* Main render loop */
#ifdef SDL_PLATFORM_EMSCRIPTEN
emscripten_set_main_loop_arg(loop, &loop_data, 0, 1);
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#else
while (loop_data.done == false) {
loop(&loop_data);
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}
#endif
SDL_DestroyRenderer(loop_data.renderer);
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SDL_DestroyWindow(window);
SDL_Quit();
SDLTest_CommonDestroyState(state);
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return 0;
}