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glfw/lib/input.c
2010-09-08 01:57:24 +02:00

233 lines
6.5 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( int key )
{
if( !_glfwInitialized || !_glfwWin.opened )
return GLFW_RELEASE;
// Is it a valid key?
if( key < 0 || key > GLFW_KEY_LAST )
return GLFW_RELEASE;
if( _glfwInput.Key[ key ] == GLFW_STICK )
{
// Sticky mode: release key now
_glfwInput.Key[ key ] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) _glfwInput.Key[ key ];
}
//========================================================================
//
//========================================================================
GLFWAPI int glfwGetMouseButton( int button )
{
if( !_glfwInitialized || !_glfwWin.opened )
return GLFW_RELEASE;
// Is it a valid mouse button?
if( button < 0 || button > GLFW_MOUSE_BUTTON_LAST )
return GLFW_RELEASE;
if( _glfwInput.MouseButton[ button ] == GLFW_STICK )
{
// Sticky mode: release mouse button now
_glfwInput.MouseButton[ button ] = GLFW_RELEASE;
return GLFW_PRESS;
}
return (int) _glfwInput.MouseButton[ button ];
}
//========================================================================
//
//========================================================================
GLFWAPI void glfwGetMousePos( int *xpos, int *ypos )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Return mouse position
if( xpos != NULL )
*xpos = _glfwInput.MousePosX;
if( ypos != NULL )
*ypos = _glfwInput.MousePosY;
}
//========================================================================
//
//========================================================================
GLFWAPI void glfwSetMousePos( int xpos, int ypos )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Don't do anything if the mouse position did not change
if( xpos == _glfwInput.MousePosX && ypos == _glfwInput.MousePosY )
return;
// Set GLFW mouse position
_glfwInput.MousePosX = xpos;
_glfwInput.MousePosY = ypos;
// If we have a locked mouse, do not change cursor position
if( _glfwWin.mouseLock )
return;
// Update physical cursor position
_glfwPlatformSetMouseCursorPos( xpos, ypos );
}
//========================================================================
//
//========================================================================
GLFWAPI int glfwGetMouseWheel( void )
{
if( !_glfwInitialized || !_glfwWin.opened )
return 0;
// Return mouse wheel position
return _glfwInput.WheelPos;
}
//========================================================================
//
//========================================================================
GLFWAPI void glfwSetMouseWheel( int pos )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set mouse wheel position
_glfwInput.WheelPos = pos;
}
//========================================================================
// Set callback function for keyboard input
//========================================================================
GLFWAPI void glfwSetKeyCallback( GLFWkeyfun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.keyCallback = cbfun;
}
//========================================================================
// Set callback function for character input
//========================================================================
GLFWAPI void glfwSetCharCallback( GLFWcharfun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.charCallback = cbfun;
}
//========================================================================
// Set callback function for mouse clicks
//========================================================================
GLFWAPI void glfwSetMouseButtonCallback( GLFWmousebuttonfun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.mouseButtonCallback = cbfun;
}
//========================================================================
// Set callback function for mouse moves
//========================================================================
GLFWAPI void glfwSetMousePosCallback( GLFWmouseposfun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.mousePosCallback = cbfun;
// Call the callback function to let the application know the current
// mouse position
if( cbfun )
cbfun( _glfwInput.MousePosX, _glfwInput.MousePosY );
}
//========================================================================
// Set callback function for mouse wheel
//========================================================================
GLFWAPI void glfwSetMouseWheelCallback( GLFWmousewheelfun cbfun )
{
if( !_glfwInitialized || !_glfwWin.opened )
return;
// Set callback function
_glfwWin.mouseWheelCallback = cbfun;
// Call the callback function to let the application know the current
// mouse wheel position
if( cbfun )
cbfun( _glfwInput.WheelPos );
}