* @param y Mouse y position\r
*/\r
void mouse(int button, int state, int x, int y) {\r
- if ( glutGetModifiers() == GLUT_ACTIVE_SHIFT ) {\r
- button = GLUT_MIDDLE_BUTTON; // Holding shift is the same as the middle button\r
+ if ( button == GLUT_LEFT_BUTTON && glutGetModifiers() == GLUT_ACTIVE_SHIFT ) {\r
+ button = GLUT_MIDDLE_BUTTON; // Holding shift with left button is the same as the middle button\r
}\r
switch(button) {\r
case GLUT_LEFT_BUTTON:\r
\r
switch ( manipulateState ) {\r
case STATE_CAMERA_ROTATE_MOVE:\r
+ // w: rotate\r
rotate += (x - startx);\r
\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
- // w: rotate, h: zoom\r
+ // h: zoom\r
zoom += (y - starty);\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
- // w: rotate, h: tilt\r
+ // h: tilt\r
camAngle += (y - starty);\r
}\r
\r
//so.x, so.y, so.z\r
//sceneObjs[curObject].x += (x - startx)*leftrightFactor;\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
- // w: big/small, h: up/down\r
-\r
- // For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf\r
+ // w: big/small\r
float diff = (x - startx);\r
float max = (float)height/bigsmallFactor;\r
float scaling = ( diff + max) / max;\r
sceneObjs[curObject].scale[0] *= scaling;\r
sceneObjs[curObject].scale[1] *= scaling;\r
sceneObjs[curObject].scale[2] *= scaling;\r
+\r
+ // h: up/down\r
+ sceneObjs[curObject].y += (y - starty) * updownFactor;\r
}\r
\r
+ starty = y;\r
startx = x;\r
+\r
break;\r
\r
case STATE_OBJECT_ROTATION_TEXTURE_SCALE:\r