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https://github.com/glfw/glfw.git
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Moved input-related functions to input file.
This commit is contained in:
parent
d0840bdea1
commit
30ab9e2058
105
src/input.c
105
src/input.c
@ -31,6 +31,111 @@
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#include "internal.h"
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#include "internal.h"
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//////////////////////////////////////////////////////////////////////////
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////// GLFW internal API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Register keyboard activity
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//========================================================================
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void _glfwInputKey(_GLFWwindow* window, int key, int action)
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{
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GLboolean keyrepeat = GL_FALSE;
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if (key < 0 || key > GLFW_KEY_LAST)
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return;
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// Are we trying to release an already released key?
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if (action == GLFW_RELEASE && window->key[key] != GLFW_PRESS)
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return;
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// Register key action
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if(action == GLFW_RELEASE && window->stickyKeys)
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window->key[key] = GLFW_STICK;
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else
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{
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keyrepeat = (window->key[key] == GLFW_PRESS) && (action == GLFW_PRESS);
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window->key[key] = (char) action;
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}
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// Call user callback function
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if (_glfwLibrary.keyCallback && (window->keyRepeat || !keyrepeat))
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_glfwLibrary.keyCallback(window, key, action);
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}
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//========================================================================
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// Register (keyboard) character activity
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//========================================================================
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void _glfwInputChar(_GLFWwindow* window, int character)
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{
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// Valid Unicode (ISO 10646) character?
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if (!((character >= 32 && character <= 126) || character >= 160))
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return;
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if (_glfwLibrary.charCallback)
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_glfwLibrary.charCallback(window, character);
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}
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//========================================================================
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// Register scroll events
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//========================================================================
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void _glfwInputScroll(_GLFWwindow* window, int xoffset, int yoffset)
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{
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window->scrollX += xoffset;
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window->scrollY += yoffset;
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if (_glfwLibrary.scrollCallback)
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_glfwLibrary.scrollCallback(window, xoffset, yoffset);
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}
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//========================================================================
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// Register mouse button clicks
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//========================================================================
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void _glfwInputMouseClick(_GLFWwindow* window, int button, int action)
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{
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if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
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return;
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// Register mouse button action
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if (action == GLFW_RELEASE && window->stickyMouseButtons)
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window->mouseButton[button] = GLFW_STICK;
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else
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window->mouseButton[button] = (char) action;
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if (_glfwLibrary.mouseButtonCallback)
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_glfwLibrary.mouseButtonCallback(window, button, action);
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}
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//========================================================================
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// Register cursor moves
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//========================================================================
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void _glfwInputCursorMotion(_GLFWwindow* window, int x, int y)
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{
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if (window->cursorMode == GLFW_CURSOR_CAPTURED)
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{
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window->mousePosX += x;
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window->mousePosY += y;
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}
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else
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{
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window->mousePosX = x;
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window->mousePosY = y;
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}
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if (_glfwLibrary.mousePosCallback)
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_glfwLibrary.mousePosCallback(window, x, y);
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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////// GLFW public API //////
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////// GLFW public API //////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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101
src/window.c
101
src/window.c
@ -103,107 +103,6 @@ void _glfwSetDefaultWindowHints(void)
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}
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}
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//========================================================================
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// Register keyboard activity
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//========================================================================
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void _glfwInputKey(_GLFWwindow* window, int key, int action)
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{
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GLboolean keyrepeat = GL_FALSE;
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if (key < 0 || key > GLFW_KEY_LAST)
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return;
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// Are we trying to release an already released key?
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if (action == GLFW_RELEASE && window->key[key] != GLFW_PRESS)
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return;
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// Register key action
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if(action == GLFW_RELEASE && window->stickyKeys)
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window->key[key] = GLFW_STICK;
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else
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{
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keyrepeat = (window->key[key] == GLFW_PRESS) && (action == GLFW_PRESS);
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window->key[key] = (char) action;
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}
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// Call user callback function
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if (_glfwLibrary.keyCallback && (window->keyRepeat || !keyrepeat))
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_glfwLibrary.keyCallback(window, key, action);
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}
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//========================================================================
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// Register (keyboard) character activity
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//========================================================================
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void _glfwInputChar(_GLFWwindow* window, int character)
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{
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// Valid Unicode (ISO 10646) character?
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if (!((character >= 32 && character <= 126) || character >= 160))
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return;
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if (_glfwLibrary.charCallback)
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_glfwLibrary.charCallback(window, character);
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}
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//========================================================================
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// Register scroll events
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//========================================================================
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void _glfwInputScroll(_GLFWwindow* window, int xoffset, int yoffset)
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{
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window->scrollX += xoffset;
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window->scrollY += yoffset;
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if (_glfwLibrary.scrollCallback)
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_glfwLibrary.scrollCallback(window, xoffset, yoffset);
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}
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//========================================================================
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// Register mouse button clicks
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//========================================================================
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void _glfwInputMouseClick(_GLFWwindow* window, int button, int action)
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{
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if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
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return;
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// Register mouse button action
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if (action == GLFW_RELEASE && window->stickyMouseButtons)
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window->mouseButton[button] = GLFW_STICK;
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else
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window->mouseButton[button] = (char) action;
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if (_glfwLibrary.mouseButtonCallback)
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_glfwLibrary.mouseButtonCallback(window, button, action);
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}
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//========================================================================
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// Register cursor moves
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//========================================================================
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void _glfwInputCursorMotion(_GLFWwindow* window, int x, int y)
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{
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if (window->cursorMode == GLFW_CURSOR_CAPTURED)
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{
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window->mousePosX += x;
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window->mousePosY += y;
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}
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else
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{
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window->mousePosX = x;
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window->mousePosY = y;
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}
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if (_glfwLibrary.mousePosCallback)
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_glfwLibrary.mousePosCallback(window, x, y);
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}
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//========================================================================
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//========================================================================
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// Register window focus events
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// Register window focus events
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//========================================================================
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//========================================================================
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