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blender-archive/intern/ghost/intern/GHOST_NDOFManagerUnix.cpp
Mike Erwin b10d0058d7 NDOF: compile 3D mouse code only if WITH_INPUT_NDOF
When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:

- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps

The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.

DNA does not change.

On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
2016-08-18 00:22:18 -04:00

145 lines
3.9 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s):
* Mike Erwin
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "GHOST_NDOFManagerUnix.h"
#include "GHOST_System.h"
#include <spnav.h>
#include <stdio.h>
#include <unistd.h>
#define SPNAV_SOCK_PATH "/var/run/spnav.sock"
GHOST_NDOFManagerUnix::GHOST_NDOFManagerUnix(GHOST_System& sys)
: GHOST_NDOFManager(sys),
m_available(false)
{
if (access(SPNAV_SOCK_PATH, F_OK) != 0) {
#ifdef DEBUG
/* annoying for official builds, just adds noise and most people don't own these */
puts("ndof: spacenavd not found");
/* This isn't a hard error, just means the user doesn't have a 3D mouse. */
#endif
}
else if (spnav_open() != -1) {
m_available = true;
/* determine exactly which device (if any) is plugged in */
#define MAX_LINE_LENGTH 100
/* look for USB devices with Logitech or 3Dconnexion's vendor ID */
FILE *command_output = popen("lsusb | grep '046d:\\|256f:'", "r");
if (command_output) {
char line[MAX_LINE_LENGTH] = {0};
while (fgets(line, MAX_LINE_LENGTH, command_output)) {
unsigned short vendor_id = 0, product_id = 0;
if (sscanf(line, "Bus %*d Device %*d: ID %hx:%hx", &vendor_id, &product_id) == 2)
if (setDevice(vendor_id, product_id)) {
break; /* stop looking once the first 3D mouse is found */
}
}
pclose(command_output);
}
}
}
GHOST_NDOFManagerUnix::~GHOST_NDOFManagerUnix()
{
if (m_available)
spnav_close();
}
bool GHOST_NDOFManagerUnix::available()
{
return m_available;
}
/*
* Workaround for a problem where we don't enter the 'GHOST_kFinished' state,
* this causes any proceeding event to have a very high 'dt' (time delta),
* many seconds for eg, causing the view to jump.
*
* this workaround expects continuous events, if we miss a motion event,
* immediately send a dummy event with no motion to ensure the finished state is reached.
*/
#define USE_FINISH_GLITCH_WORKAROUND
/* TODO: make this available on all platforms */
#ifdef USE_FINISH_GLITCH_WORKAROUND
static bool motion_test_prev = false;
#endif
bool GHOST_NDOFManagerUnix::processEvents()
{
bool anyProcessed = false;
if (m_available) {
spnav_event e;
#ifdef USE_FINISH_GLITCH_WORKAROUND
bool motion_test = false;
#endif
while (spnav_poll_event(&e)) {
switch (e.type) {
case SPNAV_EVENT_MOTION:
{
/* convert to blender view coords */
GHOST_TUns64 now = m_system.getMilliSeconds();
const short t[3] = {(short)e.motion.x, (short)e.motion.y, (short)-e.motion.z};
const short r[3] = {(short)-e.motion.rx, (short)-e.motion.ry, (short)e.motion.rz};
updateTranslation(t, now);
updateRotation(r, now);
#ifdef USE_FINISH_GLITCH_WORKAROUND
motion_test = true;
#endif
break;
}
case SPNAV_EVENT_BUTTON:
GHOST_TUns64 now = m_system.getMilliSeconds();
updateButton(e.button.bnum, e.button.press, now);
break;
}
anyProcessed = true;
}
#ifdef USE_FINISH_GLITCH_WORKAROUND
if (motion_test_prev == true && motion_test == false) {
GHOST_TUns64 now = m_system.getMilliSeconds();
const short v[3] = {0, 0, 0};
updateTranslation(v, now);
updateRotation(v, now);
anyProcessed = true;
}
motion_test_prev = motion_test;
#endif
}
return anyProcessed;
}