glfw/lib/input.c
2010-09-09 18:15:32 +02:00

228 lines
6.3 KiB
C

//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
// API version: 3.0
// 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"
//========================================================================
//
//========================================================================
GLFWAPI int glfwGetKey(GLFWwindow window, int key)
{
if (!_glfwInitialized)
return GLFW_RELEASE;
// Is it a valid key?
if (key < 0 || key > GLFW_KEY_LAST)
return GLFW_RELEASE;
if (window->key[key] == GLFW_STICK)
{
// Sticky mode: release key now
window->key[key] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) window->key[key];
}
//========================================================================
//
//========================================================================
GLFWAPI int glfwGetMouseButton(GLFWwindow window, int button)
{
if (!_glfwInitialized)
return GLFW_RELEASE;
// Is it a valid mouse button?
if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
return GLFW_RELEASE;
if (window->mouseButton[button] == GLFW_STICK)
{
// Sticky mode: release mouse button now
window->mouseButton[button] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) window->mouseButton[button];
}
//========================================================================
//
//========================================================================
GLFWAPI void glfwGetMousePos(GLFWwindow window, int* xpos, int* ypos)
{
if (!_glfwInitialized)
return;
// Return mouse position
if (xpos != NULL)
*xpos = window->mousePosX;
if (ypos != NULL)
*ypos = window->mousePosY;
}
//========================================================================
//
//========================================================================
GLFWAPI void glfwSetMousePos(GLFWwindow window, int xpos, int ypos)
{
if (!_glfwInitialized)
return;
// Don't do anything if the mouse position did not change
if (xpos == window->mousePosX && ypos == window->mousePosY)
return;
// Set GLFW mouse position
window->mousePosX = xpos;
window->mousePosY = ypos;
// If we have a locked mouse, do not change cursor position
if (_glfwLibrary.cursorLockWindow)
return;
// Update physical cursor position
_glfwPlatformSetMouseCursorPos(window, xpos, ypos);
}
//========================================================================
//
//========================================================================
GLFWAPI int glfwGetMouseWheel(GLFWwindow window)
{
if (!_glfwInitialized)
return 0;
return window->wheelPos;
}
//========================================================================
//
//========================================================================
GLFWAPI void glfwSetMouseWheel(GLFWwindow window, int pos)
{
if (!_glfwInitialized)
return;
window->wheelPos = pos;
}
//========================================================================
// Set callback function for keyboard input
//========================================================================
GLFWAPI void glfwSetKeyCallback(GLFWwindow window, GLFWkeyfun cbfun)
{
if (!_glfwInitialized)
return;
window->keyCallback = cbfun;
}
//========================================================================
// Set callback function for character input
//========================================================================
GLFWAPI void glfwSetCharCallback(GLFWwindow window, GLFWcharfun cbfun)
{
if (!_glfwInitialized)
return;
window->charCallback = cbfun;
}
//========================================================================
// Set callback function for mouse clicks
//========================================================================
GLFWAPI void glfwSetMouseButtonCallback(GLFWwindow window, GLFWmousebuttonfun cbfun)
{
if (!_glfwInitialized)
return;
window->mouseButtonCallback = cbfun;
}
//========================================================================
// Set callback function for mouse moves
//========================================================================
GLFWAPI void glfwSetMousePosCallback(GLFWwindow window, GLFWmouseposfun cbfun)
{
if (!_glfwInitialized || !_glfwLibrary.window)
return;
// Set callback function
_glfwLibrary.window->mousePosCallback = cbfun;
// Call the callback function to let the application know the current
// mouse position
if (cbfun)
cbfun(window->mousePosX, window->mousePosY);
}
//========================================================================
// Set callback function for mouse wheel
//========================================================================
GLFWAPI void glfwSetMouseWheelCallback(GLFWwindow window, GLFWmousewheelfun cbfun)
{
if (!_glfwInitialized)
return;
// Set callback function
window->mouseWheelCallback = cbfun;
// Call the callback function to let the application know the current
// mouse wheel position
if (cbfun)
cbfun(window->wheelPos);
}