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Events and Coordinates Lecture 5 Fri, Sep 5, 2003
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Mouse and Keyboard Interaction Through the callback functions, we may process mouse clicks and keystrokes. This will be our only form of input to our programs.
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Processing Mouse Clicks The mouse function has prototype void mouse(int button, int state, int x, int y); Values of button GLUT_BUTTON_LEFT GLUT_BUTTON_RIGHT Values of state GLUT_UP GLUT_DOWN
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Processing Mouse Clicks x and y are the x and y screen coordinates of the mouse when the key was pressed, measured in pixels. y is measured from the top of the window down. x is measured from the left of the window across.
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Processing Mouse Clicks Skeleton code for mouse(). void mouse(int button, int state, int x, int y) { // Filter out other mouse events if (button == GLUT_BUTTON_LEFT && state == GLUT_DOWN) { // Do something } glutPostRedisplay(); }
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Processing Keystrokes The keyboard function has prototype void keyboard(unsigned char key, int x, int y); key is any ASCII character on the keyboard. x and y are the x and y screen coordinates of the mouse when the key was pressed.
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Processing Keystrokes Skeleton code for keyboard(). void keyboard(unsigned char key, int x, int y) { // Switch on designated keys only switch (key) { case ‘a’: // Do something default: break; } glutPostRedisplay(); }
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Processing Special Keystrokes The special function has prototype void special(int key, int x, int y); key is nearly any non-ASCII character on the keyboard. Values of key GLUT_KEY_LEFT – left arrow key, etc. GLUT_KEY_F1 – F1 function key, etc. GLUT_KEY_HOME – home key, etc.
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Processing Special Keystrokes x and y are the x and y screen coordinates of the mouse when the key was pressed.
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Processing Special Keystrokes Skeleton code for special(). void special(int key, int x, int y) { // Switch on designated keys only switch (key) { case GLUT_KEY_LEFT: // Do something default: break; } glutPostRedisplay(); }
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Example: Drawing an Octagon DrawOctagon.cpp
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Chapter 3 More Drawing Tools
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World Coordinates The world coordinate system is the coordinate system of the model itself, expressed in world units. It is established by calling gluOrtho2D(). gluOrtho2D(xmin, xmax, ymin, ymax).
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Screen Coordinates The screen (or window) coordinate system is the coordinate system of the screen (or window), expressed in pixels. It is established by calling glViewport(). glViewport(left, bottom, width, height).
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Changing Coordinate Systems We might need to convert from one coordinate system to another When we go from screen coordinates (e.g., a mouse click) to world coordinates. When we resize the window.
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Changing Coordinate Systems ab d c (X, Y) rs u v (x, y) Screen coordinates World coordinates
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Change of Coordinates The points (X, Y) and (x, y) occupy the same relative positions in their respective rectangles. Therefore, (x – r)/(s – r) = (X – a)/(b – a) and so x = X(s – r)/(b – a) + (br – as)/(b – a). Similarly for y.
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Example: Change of Coordinates Given the statements express x and y in terms of X and Y. x = X/40 – 8, y = Y/40 – 6. gluOrtho2D(-8, 8, -6, 6); glViewport(0, 0, 640, 480);
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Change of Coordinates Furthermore, since the mouse() function measures the y-coordinate from the top down, we must make an additional adjustment. Normally we will replace y by screenHeight – y. In the last example, we now have x = X/40 – 8, y = (screenHeight – Y)/40 – 6.
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Change of Coordinates If we want to convert world coordinates into screen coordinates, this will require the inverse transformation. In the last example, we find X = 40x + 320, Y = screenHeight – (40y + 240).
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