struct s3d_obj_info {
uint32_t object;
uint32_t flags;
float trans_x, trans_y, trans_z;
float rot_x, rot_y, rot_z;
float scale;
float r;
char name[256];
};
Can be used on the buffer of an event of type S3D_EVENT_OBJ_INFO. name will usually contain nothing for usual objects, but mcp objects will contain the applications names here. r is the radius of the convex sphere an object, which will also be interesting for the mcp.
Special objects like camera, pointer will have the "sys_" prefix in the name and will be named "pointer0", "pointer1" ... or "cam0", "cam1" ... For cam object, scale will contain the aspect ratio.
struct s3d_but_info {
uint8_t button;
uint8_t state;
};
Can be used on the buffer of an event of type S3D_EVENT_MBUTTON.
struct mcp_object {
uint32_t object;
float trans_x, trans_y, trans_z;
float r;
char name[256];
};
obsolete, deprecated, don't use, to be removed soon (use struct s3d_but_info). ;)
struct s3d_evt {
uint8_t event;
int length;
char *buf;
struct s3d_evt *next;
};
This is the event information holder.
gives the event type
gives the length of the buffer *buf
is the pointer to the multiple purpose buffer, which will have more specific information about the object
can be safely ignored ;)
Depending on the event, buf can contain the keycode pressed on keyboard event, the mouse button state on a mouse event, object information etc.
typedef void (*s3d_cb)(struct s3d_evt *);
This defines the callback format. Each callback should return void and take an argument of struct s3d_evt *. Callbacks can be defined with s3d_set_callback().
/* a callback handler could look like this: */
void my_key_handler(struct s3d_evt *event_data)
{
...
}