208 lines
6.8 KiB
C
208 lines
6.8 KiB
C
#include <stdlib.h>
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#include <math.h>
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#include <SDL_events.h>
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#include <SDL_rect.h>
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#include <SDL_pixels.h>
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#include <SDL_video.h>
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#include <SDL_shape.h>
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#include "testeyes_bitmap.h"
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#include "testeyes_mask_bitmap.h"
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/* The following code for the calculation of pupil positions has been taken and rewritten from the original xeyes. The
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copyright notice is included as follows, and the code is now under the same license as the rest of this file. */
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/*
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Copyright (c) 1991 X Consortium
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE X CONSORTIUM BE LIABLE FOR ANY CLAIM, DAMAGES OR
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OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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Except as contained in this notice, the name of the X Consortium shall
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not be used in advertising or otherwise to promote the sale, use or
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other dealings in this Software without prior written authorization
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from the X Consortium.
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*/
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# define NUM_EYES 2
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# define EYE_X(n) ((n) * 2.0)
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# define EYE_Y(n) (0.0)
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# define EYE_THICK (0.175) /* thickness of eye rim */
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# define EYE_OFFSET (0.1) /* padding between eyes */
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# define EYE_WIDTH (2.0 - (EYE_THICK + EYE_OFFSET) * 2)
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# define EYE_HEIGHT EYE_WIDTH
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# define EYE_HWIDTH (EYE_WIDTH / 2.0)
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# define EYE_HHEIGHT (EYE_HEIGHT / 2.0)
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# define BALL_WIDTH (0.3)
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# define BALL_HEIGHT BALL_WIDTH
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# define BALL_PAD (0.05)
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# define BALL_DIST ((EYE_WIDTH - BALL_WIDTH) / 2.0 - BALL_PAD)
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SDL_Point computePupil (int num,SDL_Point mouse) {
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double dx = mouse.x - EYE_X(num);
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double dy = mouse.y - EYE_Y(num);
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double cx = 0.0,cy = 0.0;
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if(dx == 0 && dy == 0) {
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cx = EYE_X(num);
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cy = EYE_Y(num);
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}
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else {
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double angle = atan2((double)dy,(double)dx);
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double cosa = cos(angle);
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double sina = sin(angle);
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double hypotenuse = hypot(EYE_HHEIGHT * cosa, EYE_HWIDTH * sina);
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double dist = BALL_DIST * hypot((EYE_HWIDTH * EYE_HHEIGHT) * cosa / hypotenuse,
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(EYE_HWIDTH * EYE_HHEIGHT) * sina / hypotenuse);
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if(dist > hypot((double)dx,(double)dy)) {
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cx = dx + EYE_X(num);
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cy = dy + EYE_Y(num);
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}
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else {
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cx = dist * cosa + EYE_X(num);
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cy = dist * sina + EYE_Y(num);
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}
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}
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SDL_Point ret = {cx,cy};
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return ret;
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}
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/* Here begins the code exclusively and entirely written by Eli Gottlieb in May 2010. */
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typedef struct {
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SDL_Rect left;
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SDL_Rect right;
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} Pupil_Pair;
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typedef struct {
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SDL_Point left;
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SDL_Point right;
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} Pupil_Points;
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Pupil_Pair compute_pupil_positions(SDL_Point target) {
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Pupil_Pair result;
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Pupil_Points points;
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points.left = computePupil(0,target);
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points.right = computePupil(1,target);
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result.left.x = points.left.x - BALL_WIDTH / 2.0;
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result.left.y = points.left.y - BALL_HEIGHT / 2.0;
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result.right.x = points.right.x - BALL_WIDTH / 2.0;
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result.right.y = points.right.y - BALL_HEIGHT / 2.0;
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result.left.w = result.right.w = BALL_WIDTH;
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result.left.h = result.left.w = BALL_HEIGHT;
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return result;
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}
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void render_eyes(SDL_Window *window,SDL_Texture *eyes_texture,Pupil_Pair pupils) {
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SDL_SelectRenderer(window);
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//Clear render-target to blue.
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SDL_SetRenderDrawColor(0x00,0x00,0xff,0xff);
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SDL_RenderClear();
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//Render the whites of the eyes.
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SDL_Rect srcdestrect = {0,0,eyes_width,eyes_height};
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SDL_RenderCopy(eyes_texture,&srcdestrect,&srcdestrect);
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//Render the pupils.
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SDL_SetRenderDrawColor(0x00,0x00,0x00,0xff);
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const SDL_Rect eyes[2] = {pupils.left,pupils.right};
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SDL_RenderFillRects((const SDL_Rect**)&eyes,2);
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SDL_RenderPresent();
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}
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int main(int argc,char** argv) {
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if(SDL_VideoInit(NULL,0) == -1) {
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printf("Could not initialize SDL video.\n");
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exit(-1);
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}
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SDL_Window *window = SDL_CreateShapedWindow("Big Brother is watching you.",eyes_x_hot,eyes_y_hot,eyes_width,eyes_height,SDL_WINDOW_RESIZABLE);
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if(window == NULL) {
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SDL_VideoQuit();
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printf("Could not create shaped window for eyes.\n");
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exit(-2);
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}
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if(SDL_CreateRenderer(window,-1,SDL_RENDERER_PRESENTFLIP2) == -1) {
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SDL_DestroyWindow(window);
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SDL_VideoQuit();
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printf("Could not create rendering context for SDL_Eyes window.\n");
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exit(-3);
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}
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SDL_Color bnw_palette[2] = {{0,0,0,0},{255,255,255,255}};
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SDL_Texture *eyes_texture = SDL_CreateTexture(SDL_PIXELFORMAT_INDEX1LSB,SDL_TEXTUREACCESS_STREAMING,eyes_width,eyes_height);
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if(eyes_texture == NULL) {
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SDL_DestroyRenderer(window);
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SDL_DestroyWindow(window);
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SDL_VideoQuit();
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printf("Could not create eyes texture.\n");
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exit(-4);
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}
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SDL_SetTexturePalette(eyes_texture,bnw_palette,0,2);
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void *pixels = NULL;
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int pitch = 0;
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SDL_Rect rect = {0,0,eyes_width,eyes_height};
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SDL_LockTexture(eyes_texture,&rect,1,&pixels,&pitch);
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for(int row = 0;row<eyes_height;row++)
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memcpy(pixels+pitch*row,eyes_bits+(eyes_width/8)*row,eyes_width/8);
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SDL_UnlockTexture(eyes_texture);
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SDL_Texture *mask_texture = SDL_CreateTexture(SDL_PIXELFORMAT_INDEX1LSB,SDL_TEXTUREACCESS_STREAMING,eyesmask_width,eyesmask_height);
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if(mask_texture == NULL) {
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SDL_DestroyTexture(eyes_texture);
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SDL_DestroyRenderer(window);
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SDL_DestroyWindow(window);
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SDL_VideoQuit();
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printf("Could not create shape mask texture.\n");
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exit(-5);
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}
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SDL_SetTexturePalette(mask_texture,bnw_palette,0,2);
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rect.x = rect.y = 0;
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rect.w = eyesmask_width;
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rect.h = eyesmask_height;
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SDL_LockTexture(mask_texture,&rect,1,&pixels,&pitch);
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for(int row = 0;row<eyesmask_height;row++)
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memcpy(pixels+pitch*row,eyesmask_bits+(eyesmask_width/8)*row,eyesmask_width/8);
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SDL_UnlockTexture(mask_texture);
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SDL_SelectShapeRenderer(window);
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SDL_RenderCopy(mask_texture,&rect,&rect);
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SDL_RenderPresent();
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SDL_Event event;
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int event_pending = 0;
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event_pending = SDL_PollEvent(&event);
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SDL_Point mouse_position;
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Pupil_Pair pupil_positions;
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SDL_SelectMouse(0);
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SDL_GetMouseState(&mouse_position.x,&mouse_position.y);
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pupil_positions = compute_pupil_positions(mouse_position);
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while(event.type != SDL_QUIT) {
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if(event.type == SDL_MOUSEMOTION) {
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mouse_position.x = event.motion.x;
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mouse_position.y = event.motion.y;
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pupil_positions = compute_pupil_positions(mouse_position);
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}
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render_eyes(window,eyes_texture,pupil_positions);
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event_pending = SDL_PollEvent(&event);
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}
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//Call SDL_VideoQuit() before quitting.
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SDL_VideoQuit();
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}
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