Input and Interaction
91.427 Computer Graphics I, Fall 2008
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Objectives
•Introduce basic input devices
Physical Devices
Logical Devices
Input Modes
•Event-driven input
•Introduce double buffering for
smooth animations
•Programming event input with GLUT
91.427 Computer Graphics I, Fall 2008
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Project Sketchpad
•Ivan Sutherland (MIT 1963)
•Established basic interactive paradigm
•Characterizes interactive computer
graphics:
User sees object on display
User points to (picks) object with input
device (light pen, mouse, trackball)
Object changes (moves, rotates, morphs)
Repeat
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Graphical Input
•Devices can be described either by
Physical properties
• Mouse
• Keyboard
• Trackball
Logical Properties
• What is returned to program via API
– A position
– An object identifier
•Modes
How and when input is obtained
• Request or event
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Physical Devices
mouse
data tablet
91.427 Computer Graphics I, Fall 2008
trackball
joy stick
light pen
space ball
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Incremental (Relative) Devices
•Devices such as data tablet return
position directly to OS
•Devices such as mouse, trackball, and
joy stick return incremental inputs (or
velocities) to OS
Must integrate these inputs to obtain
absolute position
• Rotation of cylinders in mouse
• Roll of trackball
• Difficult to obtain absolute position
• Can get variable sensitivity
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Logical Devices
•Consider the C and C++ code
C++: cin >> x;
C: scanf (“%d”, &x);
•What is the input device?
Can’t tell from the code
Could be keyboard, file, output from
another program
•Code provides logical input
Number (int) returned to program
regardless of physical device
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Graphical Logical Devices
•Graphical input more varied than input to
standard programs
Usually numbers, characters, or bits
•Two older APIs (GKS, PHIGS) defined six
types of logical input
Locator: return a position
Pick: return ID of an object
Keyboard: return strings of characters
Stroke: return array of positions
Valuator: return floating point number
Choice: return one of n items
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X Window Input
•X Window System introduced client-server
model for network of workstations
Client: OpenGL program
Graphics Server: bitmap display with pointing
device and keyboard
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Input Modes
•Input devices contain trigger
Can be used to send signal to OS
Button on mouse
Press or release key
•When triggered, input devices return
information (their measure) to system
Mouse returns position information
Keyboard returns ASCII code
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Request Mode
•Input provided to program only when
user triggers device
•Typical of keyboard input
Can erase (backspace), edit, correct until
enter (return) key (the trigger) depressed
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Event Mode
•Most systems have > 1 input device
•Each can be triggered at arbitrary
time by user
•Each trigger generates event
•==> measure put in event queue
•==> can be examined by user
program
91.427 Computer Graphics I, Fall 2008
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Event Types
•Window: resize, expose, iconify
•Mouse: click one or more buttons
•Motion: move mouse
•Keyboard: press or release a key
•Idle: nonevent
Define what should be done if no other
event is in queue
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Callbacks
•Programming interface for eventdriven input
•Define callback function for each type
of event graphics system recognizes
•This user-supplied function executed
when event occurs
•GLUT example:
glutMouseFunc(mymouse)
mouse callback function
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GLUT callbacks
GLUT recognizes subset of events
recognized by any particular window
system (Windows, X, Macintosh)
-glutDisplayFunc
-glutMouseFunc
-glutReshapeFunc
-glutKeyboardFunc
-glutIdleFunc
-glutMotionFunc,
glutPassiveMotionFunc
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GLUT Event Loop
•Recall that last line in main.c for program
using GLUT must be
glutMainLoop();
==> put program in infinite event loop
•In each pass through event loop, GLUT
looks at events in queue
for each event in queue, GLUT executes
appropriate callback function
if one is defined
if no callback defined for event, event is ignored
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The display callback
•Display callback executed whenever GLUT
determines that window should be refreshed
•For example
When
When
When
When
window first opened
window reshaped
window exposed
user program decides it wants to change display
•In main.c
- glutDisplayFunc(mydisplay) identifies function to be
executed
Every GLUT program must have a display callback
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Posting redisplays
•Many events may invoke display callback
function
Can lead to multiple executions of display callback
on single pass through event loop
•Can avoid this problem by instead using
glutPostRedisplay();
==> sets a flag
•GLUT checks to see if flag set at end of event
loop
•If set ==> display callback function is
executed
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Animating a Display
•When redraw display through display
callback, usually start by clearing window
-glClear()
then draw altered display
•Problem: drawing of information in frame
buffer is decoupled from display of its
contents
Graphics systems use dual ported memory
•Hence we can see partially drawn display
See program single_double.c for example with
rotating cube
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Double Buffering
•Instead of one color buffer, use two
Front Buffer: displayed but not written to
Back Buffer: written to but not displayed
•Program then requests double buffer in main.c
-glutInitDisplayMode(GL_RGB | GL_DOUBLE)
At end of display callback buffers are swapped
void mydisplay()
{
glClear(GL_COLOR_BUFFER_BIT|….)
.
/* draw graphics here */
.
glutSwapBuffers()
}
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Using the idle callback
•Idle callback executed whenever there are no
events in event queue
-glutIdleFunc(myidle)
Useful for animations
void myidle() {
/* change something */
t += dt
glutPostRedisplay();
}
Void mydisplay() {
glClear();
/* draw something that depends on t */
glutSwapBuffers();
}
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Using globals
•Form of all GLUT callbacks fixed
void mydisplay()
void mymouse(GLint button, GLint state,
GLint x, GLint y)
•Must use globals to pass information to
callbacks
float t; /*global */
void mydisplay()
{
/* draw something that depends on t
}
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