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) { ... }