glfw/src/input.c

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//========================================================================
// GLFW - An OpenGL library
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// Platform: Any
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// API version: 3.0
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// WWW: http://www.glfw.org/
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Marcus Geelnard
// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would
// be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//
//========================================================================
#include "internal.h"
//////////////////////////////////////////////////////////////////////////
////// GLFW internal API //////
//////////////////////////////////////////////////////////////////////////
//========================================================================
// Register keyboard activity
//========================================================================
void _glfwInputKey(_GLFWwindow* window, int key, int action)
{
GLboolean keyrepeat = GL_FALSE;
if (key < 0 || key > GLFW_KEY_LAST)
return;
// Are we trying to release an already released key?
if (action == GLFW_RELEASE && window->key[key] != GLFW_PRESS)
return;
// Register key action
if(action == GLFW_RELEASE && window->stickyKeys)
window->key[key] = GLFW_STICK;
else
{
keyrepeat = (window->key[key] == GLFW_PRESS) && (action == GLFW_PRESS);
window->key[key] = (char) action;
}
// Call user callback function
if (_glfwLibrary.keyCallback && (window->keyRepeat || !keyrepeat))
_glfwLibrary.keyCallback(window, key, action);
}
//========================================================================
// Register (keyboard) character activity
//========================================================================
void _glfwInputChar(_GLFWwindow* window, int character)
{
// Valid Unicode (ISO 10646) character?
if (!((character >= 32 && character <= 126) || character >= 160))
return;
if (_glfwLibrary.charCallback)
_glfwLibrary.charCallback(window, character);
}
//========================================================================
// Register scroll events
//========================================================================
void _glfwInputScroll(_GLFWwindow* window, int xoffset, int yoffset)
{
window->scrollX += xoffset;
window->scrollY += yoffset;
if (_glfwLibrary.scrollCallback)
_glfwLibrary.scrollCallback(window, xoffset, yoffset);
}
//========================================================================
// Register mouse button clicks
//========================================================================
void _glfwInputMouseClick(_GLFWwindow* window, int button, int action)
{
if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
return;
// Register mouse button action
if (action == GLFW_RELEASE && window->stickyMouseButtons)
window->mouseButton[button] = GLFW_STICK;
else
window->mouseButton[button] = (char) action;
if (_glfwLibrary.mouseButtonCallback)
_glfwLibrary.mouseButtonCallback(window, button, action);
}
//========================================================================
// Register cursor moves
//========================================================================
void _glfwInputCursorMotion(_GLFWwindow* window, int x, int y)
{
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
{
window->mousePosX += x;
window->mousePosY += y;
}
else
{
window->mousePosX = x;
window->mousePosY = y;
}
if (_glfwLibrary.mousePosCallback)
_glfwLibrary.mousePosCallback(window, x, y);
}
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//////////////////////////////////////////////////////////////////////////
////// GLFW public API //////
//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Returns the state of the specified key for the specified window
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//========================================================================
GLFWAPI int glfwGetKey(GLFWwindow handle, int key)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return GLFW_RELEASE;
}
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// Is it a valid key?
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if (key < 0 || key > GLFW_KEY_LAST)
{
// TODO: Decide whether key is a value or enum
_glfwSetError(GLFW_INVALID_ENUM,
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"glfwGetKey: The specified key is invalid");
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return GLFW_RELEASE;
}
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if (window->key[key] == GLFW_STICK)
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{
// Sticky mode: release key now
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window->key[key] = GLFW_RELEASE;
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return GLFW_PRESS;
}
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return (int) window->key[key];
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}
//========================================================================
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// Returns the state of the specified mouse button for the specified window
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//========================================================================
GLFWAPI int glfwGetMouseButton(GLFWwindow handle, int button)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return GLFW_RELEASE;
}
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// Is it a valid mouse button?
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if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
{
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_glfwSetError(GLFW_INVALID_ENUM,
"glfwGetMouseButton: The specified mouse button is invalid");
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return GLFW_RELEASE;
}
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if (window->mouseButton[button] == GLFW_STICK)
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{
// Sticky mode: release mouse button now
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window->mouseButton[button] = GLFW_RELEASE;
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return GLFW_PRESS;
}
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return (int) window->mouseButton[button];
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}
//========================================================================
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// Returns the last reported cursor position for the specified window
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//========================================================================
GLFWAPI void glfwGetMousePos(GLFWwindow handle, int* xpos, int* ypos)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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// Return mouse position
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if (xpos != NULL)
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*xpos = window->mousePosX;
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if (ypos != NULL)
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*ypos = window->mousePosY;
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}
//========================================================================
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// Sets the cursor position relative to the position of the client area of
// the specified window
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//========================================================================
GLFWAPI void glfwSetMousePos(GLFWwindow handle, int xpos, int ypos)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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if (_glfwLibrary.activeWindow != window)
{
_glfwSetError(GLFW_WINDOW_NOT_ACTIVE, NULL);
return;
}
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// Don't do anything if the mouse position did not change
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if (xpos == window->mousePosX && ypos == window->mousePosY)
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return;
// Set GLFW mouse position
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window->mousePosX = xpos;
window->mousePosY = ypos;
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// Do not move physical cursor in locked cursor mode
if (window->cursorMode == GLFW_CURSOR_CAPTURED)
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return;
// Update physical cursor position
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_glfwPlatformSetMouseCursorPos(window, xpos, ypos);
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}
//========================================================================
// Returns the scroll offset for the specified window
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//========================================================================
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GLFWAPI void glfwGetScrollOffset(GLFWwindow handle, int* xoffset, int* yoffset)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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if (xoffset)
*xoffset = window->scrollX;
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if (yoffset)
*yoffset = window->scrollY;
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}
//========================================================================
// Sets the cursor mode for the specified window
//========================================================================
GLFWAPI void glfwSetCursorMode(GLFWwindow handle, int mode)
{
_GLFWwindow* window = (_GLFWwindow*) handle;
if (!_glfwInitialized)
{
_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
return;
}
if (mode != GLFW_CURSOR_NORMAL &&
mode != GLFW_CURSOR_HIDDEN &&
mode != GLFW_CURSOR_CAPTURED)
{
_glfwSetError(GLFW_INVALID_ENUM, NULL);
return;
}
if (window->cursorMode == mode)
return;
int centerPosX = window->width / 2;
int centerPosY = window->height / 2;
if (mode == GLFW_CURSOR_CAPTURED)
{
_glfwPlatformSetMouseCursorPos(window, centerPosX, centerPosY);
}
else if (window->cursorMode == GLFW_CURSOR_CAPTURED)
{
if (centerPosX != window->mousePosX || centerPosY != window->mousePosY)
{
_glfwPlatformSetMouseCursorPos(window, centerPosX, centerPosY);
window->mousePosX = centerPosX;
window->mousePosY = centerPosY;
if (_glfwLibrary.mousePosCallback)
{
_glfwLibrary.mousePosCallback(window,
window->mousePosX,
window->mousePosY);
}
}
}
_glfwPlatformSetCursorMode(window, mode);
window->cursorMode = mode;
}
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//========================================================================
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// Set callback function for keyboard input
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//========================================================================
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GLFWAPI void glfwSetKeyCallback(GLFWkeyfun cbfun)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_glfwLibrary.keyCallback = cbfun;
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}
//========================================================================
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// Set callback function for character input
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//========================================================================
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GLFWAPI void glfwSetCharCallback(GLFWcharfun cbfun)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_glfwLibrary.charCallback = cbfun;
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}
//========================================================================
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// Set callback function for mouse clicks
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//========================================================================
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GLFWAPI void glfwSetMouseButtonCallback(GLFWmousebuttonfun cbfun)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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_glfwLibrary.mouseButtonCallback = cbfun;
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}
//========================================================================
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// Set callback function for mouse moves
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//========================================================================
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GLFWAPI void glfwSetMousePosCallback(GLFWmouseposfun cbfun)
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{
if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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// Set callback function
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_glfwLibrary.mousePosCallback = cbfun;
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// Call the callback function to let the application know the current
// mouse position
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if (cbfun)
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{
_GLFWwindow* window;
for (window = _glfwLibrary.windowListHead; window; window = window->next)
cbfun(window, window->mousePosX, window->mousePosY);
}
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}
//========================================================================
// Set callback function for scroll events
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//========================================================================
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GLFWAPI void glfwSetScrollCallback(GLFWscrollfun cbfun)
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{
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if (!_glfwInitialized)
{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
}
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// Set callback function
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_glfwLibrary.scrollCallback = cbfun;
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}