static ssize_t yas_euler_data_show(struct device *dev, struct device_attribute *attr, char *buf) { struct yas_state *st = i2c_get_clientdata(this_client); int32_t xyz[3], status; mutex_lock(&st->lock); input_get_data(st->euler, &xyz[0], &xyz[1], &xyz[2], &status); mutex_unlock(&st->lock); return sprintf(buf, "%d %d %d\n", xyz[0], xyz[1], xyz[2]); }
/* This function gets called for handling pointer events. * * Pointer events are touchscreen events that are spawned * by touchpad/touchscreen. */ static int menu_event_pointer(unsigned *action) { rarch_joypad_info_t joypad_info; int pointer_x, pointer_y; size_t fb_pitch; unsigned fb_width, fb_height; const struct retro_keybind *binds[MAX_USERS] = {NULL}; const input_driver_t *input_ptr = input_get_ptr(); void *input_data = input_get_data(); menu_input_t *menu_input = &menu_input_state; int pointer_device = menu_driver_is_texture_set() ? RETRO_DEVICE_POINTER : RARCH_DEVICE_POINTER_SCREEN; menu_display_get_fb_size(&fb_width, &fb_height, &fb_pitch); joypad_info.joy_idx = 0; joypad_info.auto_binds = NULL; joypad_info.axis_threshold = 0.0f; pointer_x = input_ptr->input_state(input_data, joypad_info, binds, 0, pointer_device, 0, RETRO_DEVICE_ID_POINTER_X); pointer_y = input_ptr->input_state(input_data, joypad_info, binds, 0, pointer_device, 0, RETRO_DEVICE_ID_POINTER_Y); menu_input->pointer.pressed[0] = input_ptr->input_state(input_data, joypad_info, binds, 0, pointer_device, 0, RETRO_DEVICE_ID_POINTER_PRESSED); menu_input->pointer.pressed[1] = input_ptr->input_state(input_data, joypad_info, binds, 0, pointer_device, 1, RETRO_DEVICE_ID_POINTER_PRESSED); menu_input->pointer.back = input_ptr->input_state(input_data, joypad_info, binds, 0, pointer_device, 0, RARCH_DEVICE_ID_POINTER_BACK); menu_input->pointer.x = ((pointer_x + 0x7fff) * (int)fb_width) / 0xFFFF; menu_input->pointer.y = ((pointer_y + 0x7fff) * (int)fb_height) / 0xFFFF; return 0; }
int16_t menu_input_mouse_state(enum menu_input_mouse_state state) { rarch_joypad_info_t joypad_info; const input_driver_t *input_ptr = input_get_ptr(); void *input_data = input_get_data(); unsigned type = 0; unsigned device = RETRO_DEVICE_MOUSE; joypad_info.joy_idx = 0; joypad_info.auto_binds = NULL; joypad_info.axis_threshold = 0.0f; switch (state) { case MENU_MOUSE_X_AXIS: device = RARCH_DEVICE_MOUSE_SCREEN; type = RETRO_DEVICE_ID_MOUSE_X; break; case MENU_MOUSE_Y_AXIS: device = RARCH_DEVICE_MOUSE_SCREEN; type = RETRO_DEVICE_ID_MOUSE_Y; break; case MENU_MOUSE_LEFT_BUTTON: type = RETRO_DEVICE_ID_MOUSE_LEFT; break; case MENU_MOUSE_RIGHT_BUTTON: type = RETRO_DEVICE_ID_MOUSE_RIGHT; break; case MENU_MOUSE_WHEEL_UP: type = RETRO_DEVICE_ID_MOUSE_WHEELUP; break; case MENU_MOUSE_WHEEL_DOWN: type = RETRO_DEVICE_ID_MOUSE_WHEELDOWN; break; case MENU_MOUSE_HORIZ_WHEEL_UP: type = RETRO_DEVICE_ID_MOUSE_HORIZ_WHEELUP; break; case MENU_MOUSE_HORIZ_WHEEL_DOWN: type = RETRO_DEVICE_ID_MOUSE_HORIZ_WHEELDOWN; break; } return input_ptr->input_state(input_data, joypad_info, NULL, 0, device, 0, type); }
int main(void) { if(!glfwInit()) { printf("Could not init GLFW"); getchar(); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); //Opengl 2.1 //glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); //glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); //Opengl 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // MacOS fix glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); if(window_init(&window, 640, 480, "Test")) { fprintf( stderr, "Failed to open window.\n" ); getchar(); glfwTerminate(); }; window_set_size_callback(&window, window_size_callback); glewExperimental = GL_TRUE; // Needed for core profile if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); getchar(); glfwTerminate(); return -1; } //#clear errors GLEW may trigger printError(); glClearColor(0.0f, 0.0f, 0.4f, 0.0f); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); //Load model //---------- Model cube; model_init(&cube); model_set_data_length(&cube, sizeof(cube_vertex_data)); model_set_vertices(&cube, cube_vertex_data); model_set_colors(&cube, cube_color_data); model_set_uv_map(&cube, cube_uv_data); model_set_texture(&cube, "./textures/bricks.dds"); model_bind(&cube); //Create shaders //-------------- GLuint vertexShader, fragmentShader; loadShader(&vertexShader, GL_VERTEX_SHADER, mvpVertexShaderSource); loadShader(&fragmentShader, GL_FRAGMENT_SHADER, fragmentShaderSource); //Create program //-------------- GLuint program; createProgram(&program, vertexShader, fragmentShader); // Enable z-buffer // --------------- glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // Enable culling // -------------- glEnable(GL_CULL_FACE); // Get MVP uniform // --------------- GLuint mvp_ul = glGetUniformLocation(program, "MVP"); // Model Matrix // ------------ Mat4 s; scale_m4(&s, 0.1f, 0.1f, 0.1f); printf("Scale:\n"); print_m4(&s); Mat4 r; rotate_m4(&r, 0.0f, 1.0f, 0.0f, 0.0f); printf("Rotate:\n"); print_m4(&r); Mat4 t; translate_m4(&t, 0.0f, 0.0f, 0.0f); printf("Translate:\n"); print_m4(&t); Mat4 rs; printf("Rotated*Scaled:\n"); mul_m4(&rs, &r, &s); print_m4(&rs); Mat4 model; printf("Model:\n"); mul_m4(&model, &t, &rs); print_m4(&model); // Camera // ------ Vec3 pos; Vec3 center; Vec3 up; Vec3 direction; Vec3 right; camera_init(&camera); camera_set_fov(&camera, 1.0f); camera_set_aspect(&camera, (float)window.width/(float)window.height); Input input; input_init(&input, &window, 0.5f, 0.5f, 0.8f, -5.7f, -2.7f); do { glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glUseProgram(program); input_get_data(&input, &pos, &direction, &right); add_v3(¢er, &pos, &direction); cross_v3(&up, &direction, &right); camera_set_position(&camera, &pos); camera_set_center(&camera, ¢er); camera_set_up(&camera, &up); // Mvp Matrix // ---------- Mat4 vp; camera_get_matrix(&camera, &vp); Mat4 mvp; mul_m4(&mvp, &vp, &model); printf("Perspective:\n"); print_m4(&mvp); // Set MVP transform glUniformMatrix4fv(mvp_ul, 1, GL_TRUE, &mvp[0][0]); model_render(&cube); window_swap_buffers(&window); glfwPollEvents(); } while( glfwGetKey(window.handle, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window.handle) == 0 ); // Dispose // ------- model_dispose(&cube); glDeleteVertexArrays(1, &VertexArrayID); glDetachShader(program, fragmentShader); glDetachShader(program, vertexShader); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glDeleteProgram(program); glfwTerminate(); return 0; }
static int yas_o_get_data(int *x, int *y, int *z, int *status) { struct yas_state *st = i2c_get_clientdata(this_client); input_get_data(st->euler, x, y, z, status); return 0; }