//======================================================================== // GLFW - An OpenGL library // Platform: Any // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // 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) { if (!x && !y) return; window->cursorPosX += x; window->cursorPosY += y; } else { if (window->cursorPosX == x && window->cursorPosY == y) return; window->cursorPosX = x; window->cursorPosY = y; } if (_glfwLibrary.mousePosCallback) { _glfwLibrary.mousePosCallback(window, window->cursorPosX, window->cursorPosY); } } ////////////////////////////////////////////////////////////////////////// ////// GLFW public API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Returns the state of the specified key for the specified window //======================================================================== GLFWAPI int glfwGetKey(GLFWwindow handle, int key) { _GLFWwindow* window = (_GLFWwindow*) handle; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return GLFW_RELEASE; } // Is it a valid key? if (key < 0 || key > GLFW_KEY_LAST) { // TODO: Decide whether key is a value or enum _glfwSetError(GLFW_INVALID_ENUM, "glfwGetKey: The specified key is invalid"); 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]; } //======================================================================== // Returns the state of the specified mouse button for the specified window //======================================================================== GLFWAPI int glfwGetMouseButton(GLFWwindow handle, int button) { _GLFWwindow* window = (_GLFWwindow*) handle; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return GLFW_RELEASE; } // Is it a valid mouse button? if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST) { _glfwSetError(GLFW_INVALID_ENUM, "glfwGetMouseButton: The specified mouse button is invalid"); 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]; } //======================================================================== // Returns the last reported cursor position for the specified window //======================================================================== GLFWAPI void glfwGetMousePos(GLFWwindow handle, int* xpos, int* ypos) { _GLFWwindow* window = (_GLFWwindow*) handle; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } // Return mouse position if (xpos != NULL) *xpos = window->cursorPosX; if (ypos != NULL) *ypos = window->cursorPosY; } //======================================================================== // Sets the cursor position relative to the position of the client area of // the specified window //======================================================================== GLFWAPI void glfwSetMousePos(GLFWwindow handle, int xpos, int ypos) { _GLFWwindow* window = (_GLFWwindow*) handle; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } if (_glfwLibrary.activeWindow != window) { _glfwSetError(GLFW_WINDOW_NOT_ACTIVE, NULL); return; } // Don't do anything if the mouse position did not change if (xpos == window->cursorPosX && ypos == window->cursorPosY) return; // Set GLFW mouse position window->cursorPosX = xpos; window->cursorPosY = ypos; // Do not move physical cursor in locked cursor mode if (window->cursorMode == GLFW_CURSOR_CAPTURED) return; // Update physical cursor position _glfwPlatformSetMouseCursorPos(window, xpos, ypos); } //======================================================================== // Returns the scroll offset for the specified window //======================================================================== GLFWAPI void glfwGetScrollOffset(GLFWwindow handle, int* xoffset, int* yoffset) { _GLFWwindow* window = (_GLFWwindow*) handle; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } if (xoffset) *xoffset = window->scrollX; if (yoffset) *yoffset = window->scrollY; } //======================================================================== // Sets the cursor mode for the specified window //======================================================================== GLFWAPI void glfwSetCursorMode(GLFWwindow handle, int mode) { int centerPosX, centerPosY; _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; centerPosX = window->width / 2; centerPosY = window->height / 2; if (mode == GLFW_CURSOR_CAPTURED) _glfwPlatformSetMouseCursorPos(window, centerPosX, centerPosY); else if (window->cursorMode == GLFW_CURSOR_CAPTURED) { _glfwPlatformSetMouseCursorPos(window, centerPosX, centerPosY); _glfwInputCursorMotion(window, centerPosX - window->cursorPosX, centerPosY - window->cursorPosY); } _glfwPlatformSetCursorMode(window, mode); window->cursorMode = mode; } //======================================================================== // Set callback function for keyboard input //======================================================================== GLFWAPI void glfwSetKeyCallback(GLFWkeyfun cbfun) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } _glfwLibrary.keyCallback = cbfun; } //======================================================================== // Set callback function for character input //======================================================================== GLFWAPI void glfwSetCharCallback(GLFWcharfun cbfun) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } _glfwLibrary.charCallback = cbfun; } //======================================================================== // Set callback function for mouse clicks //======================================================================== GLFWAPI void glfwSetMouseButtonCallback(GLFWmousebuttonfun cbfun) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } _glfwLibrary.mouseButtonCallback = cbfun; } //======================================================================== // Set callback function for mouse moves //======================================================================== GLFWAPI void glfwSetMousePosCallback(GLFWmouseposfun cbfun) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } // Set callback function _glfwLibrary.mousePosCallback = cbfun; // Call the callback function to let the application know the current // mouse position if (cbfun) { _GLFWwindow* window; for (window = _glfwLibrary.windowListHead; window; window = window->next) cbfun(window, window->cursorPosX, window->cursorPosY); } } //======================================================================== // Set callback function for scroll events //======================================================================== GLFWAPI void glfwSetScrollCallback(GLFWscrollfun cbfun) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } // Set callback function _glfwLibrary.scrollCallback = cbfun; }