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#include <windows.h>
#include <iostream.h>
#include <math.h>
#include <gl/gl.h>
#include <gl/glut.h> // (or others, depending on the system in use)
 
#define     PI              3.1415926
#define     Window_Width    400
#define     Window_Height   400
#define     DOT             0
#define     RUBBER          1
#define     SOLID           2
 
int position_x = 0;
int position_y = 0;
int width,  height; 
int point[1000][2];
int num = 0;
int draw_type;
int redraw;
float delta = 2.0 * PI / 180;
float rX, rY;
 
struct Point
{
    float   x;
    float   y;
};
Point   left_down, right_up;
Point   start_point, end_point;
 
 
void init (void) // 초기화설정, 상수값 설정
{
    glClearColor (1.0, 1.0, 1.0, 0.0) ; // 배경색 초기화
    glMatrixMode (GL_PROJECTION); // Set projection parameters.
    gluOrtho2D (-200, 200, -200, 200); // 관측공간 설정, 2D 좌표계
    width = Window_Width;
    height = Window_Height;
    draw_type = DOT; // 점선이냐 실선이냐 
    redraw = 0;
}
 
void MyReshape(int w, int h)
{
    glViewport(position_x, position_y, w, h); // 윈도우크기만큼 Viewport 설정
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D (-200, 200, -200, 200);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}
 
 
void Draw_Rectangle(void) //사각형 그리기 
{
    rX = (right_up.x - left_down.x) / 2;
    rY = (right_up.y - left_down.y) / 2;
     
    if (draw_type == RUBBER) // 드래그할때 점선을 그린다
    {
        glEnable(GL_LINE_STIPPLE); // 점선기능 활성화
        glLineStipple(1, 0x0101); // 점선의 모양 결정
        // 0x0101 은 16진수 숫자로써 점선의 패턴을 만들어내는 코드 이다
        /*
        glBegin(GL_LINE_LOOP);
        glVertex2f(left_down.x, left_down.y);
        glVertex2f(right_up.x, left_down.y);
        glVertex2f(right_up.x, right_up.y);
        glVertex2f(left_down.x, right_up.y);
        glEnd();
        */
        glBegin(GL_LINE_LOOP);
        for(int i=0;i<360;i++)
            glVertex2f(left_down.x + rX + (rX * cos(delta*i)), left_down.y + rY + (rY*sin(delta*i)));
            glEnd();
    }           
    else if ( draw_type == SOLID) //드랍할때 사각형과 원을 그린다
    {
        glDisable(GL_LINE_STIPPLE); // 점선기능 비 활성화
        //glRectf(left_down.x, left_down.y, right_up.x, right_up.y);
 
        glColor3f(1.0,1.0,0.0);
        glBegin(GL_POLYGON);
        for(int i=0; i<360;i++)
            glVertex2f(left_down.x + rX + (rX * cos(delta*i)), left_down.y + rY + (rY*sin(delta*i)));
            glEnd();
    };
}
 
 
void RenderScene (void) // 전체적인 그림 그리기
{
    glClear (GL_COLOR_BUFFER_BIT); 
     
    glDisable(GL_LINE_STIPPLE);
    glBegin (GL_LINES);
    glColor3f(1.0, 0.0, 0.0);
    glVertex2f (-200, 0); 
    glVertex2f ( 200, 0);
     
    glColor3f(0.0, 0.0, 1.0);
    glVertex2f (0, -200); 
    glVertex2f (0, 200);
    glEnd();
     
    Draw_Rectangle();
     
     
    glFlush (); 
    glutSwapBuffers();
}
 
void Check_Position(void) // 마우스좌표
{
    if ( start_point.x <= end_point.x )
    
        if ( start_point.y <= end_point.y ) 
        {
            left_down.x =   start_point.x;
            left_down.y =   start_point.y;
            right_up.x =    end_point.x;
            right_up.y =    end_point.y;
        }
        else {
            left_down.x =   start_point.x;
            left_down.y =   end_point.y;
            right_up.x =    end_point.x;
            right_up.y =    start_point.y;
        }
    }
    else {
        if ( start_point.y <= end_point.y )
        {
            left_down.x =   end_point.x;
            left_down.y =   start_point.y;
            right_up.x =    start_point.x;
            right_up.y =    end_point.y;
        }
        else
        {
            left_down.x =   end_point.x;
            left_down.y =   end_point.y;
            right_up.x =    start_point.x;
            right_up.y =    start_point.y;
        }
    }
}
 
void mouse( int button, int state, int x, int y) // 마우스 왼쪽버튼과 오른쪽 실행시
{
    if ( draw_type == DOT && button == GLUT_LEFT_BUTTON && state == GLUT_DOWN )
    {
        start_point.x = x - Window_Width/2;
        start_point.y = Window_Height/2 - y;
        draw_type = RUBBER; // 사각형 그리기 시작
        if ( redraw == 1 ) 
        {
            end_point.x = start_point.x;
            end_point.y = start_point.y;
            redraw = 0;
            Check_Position();
        }
    }
    if ( draw_type == RUBBER && button == GLUT_LEFT_BUTTON && state == GLUT_UP )
    {
        draw_type = SOLID; // 왼쪽버튼을 눌리다가 때어버리면 왼쪽버튼은 쓸모가 없는 이벤트가 되어 버린다 
        end_point.x = x - Window_Width/2;
        end_point.y = Window_Height/2 - y;
    }
    if ( draw_type == SOLID && button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN )
    {
        draw_type = DOT; // 오른쪽 버튼 눌리면 제일처음 상태로 돌아간다 (사각형이 지워진다)
        redraw = 1;
    }
    glutPostRedisplay();
    RenderScene();
}
 
void MyKey (unsigned char key, int x, int y) // 창을 키웠을시에 6번을 누르게 되면 좌표가 작아 지게 됨
{
    switch( key )
    {
    case '6' :  position_x = 0;
        position_y = 0;
        width = Window_Width;
        height = Window_Height;
        break;
    }
    glViewport(position_x, position_y, width, height);
    glutPostRedisplay();
}
 
 
 
 
void MyMotion(int x, int y) // 마우스의 움직임을 찾는다, 왼쪽버튼을 눌렀을때 진행되는 함수 
{
    if ( draw_type == RUBBER )
    {
        end_point.x = x - Window_Width/2;
        end_point.y = Window_Height/2 - y;
    }
    Check_Position();
    glutPostRedisplay();
}
 
 
void main (int argc, char** argv) 
{
    glutInit (&argc, argv); 
    glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB); 
    glutInitWindowPosition(100, 100);
    glutInitWindowSize(Window_Width, Window_Height);
    glutCreateWindow ("Motion_Event"); 
    init(); 
    glutDisplayFunc (RenderScene); 
    glutMotionFunc(MyMotion);
    glutReshapeFunc(MyReshape);
    glutKeyboardFunc(MyKey);
    glutMouseFunc(mouse);
    glutMainLoop(); 
}
;
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