Input and Interaction Ed Angel

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Input and Interaction Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Objectives Introduce the basic input devices Physical Devices Logical Devices Input Modes Event-driven input Introduce double buffering for smooth animations Programming event input with GLUT Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Project Sketchpad Ivan Sutherland (MIT 1963) established the basic interactive paradigm that characterizes interactive computer graphics: User sees an object on the display User points to (picks) the object with an input device (light pen, mouse, trackball) Object changes (moves, rotates, morphs) Repeat Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Graphical Input Devices can be described either by Physical properties Mouse Keyboard Trackball Logical Properties What is returned to program via API A position An object identifier Modes How and when input is obtained Request or event Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Physical Devices mouse trackball light pen data tablet joy stick space ball Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Incremental (Relative) Devices Devices such as the data tablet return a position directly to the operating system Devices such as the mouse, trackball, and joy stick return incremental inputs (or velocities) to the operating system Must integrate these inputs to obtain an absolute position Rotation of cylinders in mouse Roll of trackball Difficult to obtain absolute position Can get variable sensitivity Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Logical Devices Consider the C and C++ code C++: cin >> x; C: scanf (“%d”, &x); What is the input device? Can’t tell from the code Could be keyboard, file, output from another program The code provides logical input A number (an int) is returned to the program regardless of the physical device Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Graphical Logical Devices Graphical input is more varied than input to standard programs which is usually numbers, characters, or bits Two older APIs (GKS, PHIGS) defined six types of logical input Locator: return a position Pick: return ID of an object Keyboard: return strings of characters Stroke: return array of positions Valuator: return floating point number Choice: return one of n items Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 X Window Input The X Window System introduced a client-server model for a network of workstations Client: OpenGL program Graphics Server: bitmap display with a pointing device and a keyboard Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Input Modes Input devices contain a trigger which can be used to send a signal to the operating system Button on mouse Pressing or releasing a key When triggered, input devices return information (their measure) to the system Mouse returns position information Keyboard returns ASCII code Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Request Mode Input provided to program only when user triggers the device Typical of keyboard input Can erase (backspace), edit, correct until enter (return) key (the trigger) is depressed Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Event Mode Most systems have more than one input device, each of which can be triggered at an arbitrary time by a user Each trigger generates an event whose measure is put in an event queue which can be examined by the user program Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Event Types Window: resize, expose, iconify Mouse: click one or more buttons Motion: move mouse Keyboard: press or release a key Idle: nonevent Define what should be done if no other event is in queue Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Callbacks Programming interface for event-driven input Define a callback function for each type of event the graphics system recognizes This user-supplied function is executed when the event occurs GLUT example: glutMouseFunc(mymouse) mouse callback function Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 GLUT callbacks GLUT recognizes a subset of the events recognized by any particular window system (Windows, X, Macintosh) glutDisplayFunc glutMouseFunc glutReshapeFunc glutKeyboardFunc glutIdleFunc glutMotionFunc, glutPassiveMotionFunc Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 GLUT Event Loop Recall that the last line in main.c for a program using GLUT must be glutMainLoop(); which puts the program in an infinite event loop In each pass through the event loop, GLUT looks at the events in the queue for each event in the queue, GLUT executes the appropriate callback function if one is defined if no callback is defined for the event, the event is ignored Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 The display callback The display callback is executed whenever GLUT determines that the window should be refreshed, for example When the window is first opened When the window is reshaped When a window is exposed When the user program decides it wants to change the display In main.c glutDisplayFunc(mydisplay) identifies the function to be executed Every GLUT program must have a display callback Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Posting redisplays Many events may invoke the display callback function Can lead to multiple executions of the display callback on a single pass through the event loop We can avoid this problem by instead using glutPostRedisplay(); which sets a flag. GLUT checks to see if the flag is set at the end of the event loop If set then the display callback function is executed Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Animating a Display When we redraw the display through the display callback, we usually start by clearing the window glClear() then draw the altered display Problem: the drawing of information in the frame buffer is decoupled from the display of its contents Graphics systems use dual ported memory Hence we can see partially drawn display See the program single_double.c for an example with a rotating cube Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Double Buffering Instead of one color buffer, we use two Front Buffer: one that is displayed but not written to Back Buffer: one that is written to but not displayed Program then requests a double buffer in main.c glutInitDisplayMode(GL_RGB | GL_DOUBLE) At the end of the display callback buffers are swapped void mydisplay() { glClear(GL_COLOR_BUFFER_BIT|….) . /* draw graphics here */ glutSwapBuffers() } Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Using the idle callback The idle callback is executed whenever there are no events in the event queue glutIdleFunc(myidle) Useful for animations void myidle() { /* change something */ t += dt glutPostRedisplay(); } Void mydisplay() { glClear(); /* draw something that depends on t */ glutSwapBuffers(); Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005

Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using globals The form of all GLUT callbacks is fixed void mydisplay() void mymouse(GLint button, GLint state, GLint x, GLint y) Must use globals to pass information to callbacks float t; /*global */ void mydisplay() { /* draw something that depends on t } Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005