mirror of
https://github.com/gwm17/glfw.git
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233 lines
6.5 KiB
C
233 lines
6.5 KiB
C
//========================================================================
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// GLFW - An OpenGL framework
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// Platform: Any
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// API version: 3.0
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// WWW: http://www.glfw.org/
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//------------------------------------------------------------------------
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// Copyright (c) 2002-2006 Marcus Geelnard
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// Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#include "internal.h"
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//========================================================================
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//
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//========================================================================
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GLFWAPI int glfwGetKey(int key)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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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)
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return GLFW_RELEASE;
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if (_glfwInput.Key[key] == GLFW_STICK)
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{
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// Sticky mode: release key now
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_glfwInput.Key[key] = GLFW_RELEASE;
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return GLFW_PRESS;
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}
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return (int) _glfwInput.Key[key];
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}
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//========================================================================
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//
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//========================================================================
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GLFWAPI int glfwGetMouseButton(int button)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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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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return GLFW_RELEASE;
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if (_glfwInput.MouseButton[button] == GLFW_STICK)
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{
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// Sticky mode: release mouse button now
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_glfwInput.MouseButton[button] = GLFW_RELEASE;
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return GLFW_PRESS;
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}
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return (int) _glfwInput.MouseButton[button];
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}
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//========================================================================
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//
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//========================================================================
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GLFWAPI void glfwGetMousePos(int* xpos, int* ypos)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
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// Return mouse position
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if (xpos != NULL)
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*xpos = _glfwInput.MousePosX;
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if (ypos != NULL)
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*ypos = _glfwInput.MousePosY;
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}
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//========================================================================
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//
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//========================================================================
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GLFWAPI void glfwSetMousePos(int xpos, int ypos)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
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// Don't do anything if the mouse position did not change
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if (xpos == _glfwInput.MousePosX && ypos == _glfwInput.MousePosY)
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return;
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// Set GLFW mouse position
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_glfwInput.MousePosX = xpos;
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_glfwInput.MousePosY = ypos;
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// If we have a locked mouse, do not change cursor position
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if (_glfwWin.mouseLock)
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return;
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// Update physical cursor position
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_glfwPlatformSetMouseCursorPos(xpos, ypos);
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}
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//========================================================================
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//
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//========================================================================
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GLFWAPI int glfwGetMouseWheel(void)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return 0;
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// Return mouse wheel position
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return _glfwInput.WheelPos;
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}
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//========================================================================
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//
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//========================================================================
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GLFWAPI void glfwSetMouseWheel(int pos)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
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// Set mouse wheel position
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_glfwInput.WheelPos = pos;
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}
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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 || !_glfwWin.opened)
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return;
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// Set callback function
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_glfwWin.keyCallback = cbfun;
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}
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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 || !_glfwWin.opened)
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return;
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// Set callback function
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_glfwWin.charCallback = cbfun;
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}
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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 || !_glfwWin.opened)
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return;
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// Set callback function
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_glfwWin.mouseButtonCallback = cbfun;
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}
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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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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
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// Set callback function
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_glfwWin.mousePosCallback = cbfun;
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// Call the callback function to let the application know the current
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// mouse position
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if (cbfun)
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cbfun(_glfwInput.MousePosX, _glfwInput.MousePosY);
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}
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//========================================================================
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// Set callback function for mouse wheel
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//========================================================================
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GLFWAPI void glfwSetMouseWheelCallback(GLFWmousewheelfun cbfun)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
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// Set callback function
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_glfwWin.mouseWheelCallback = cbfun;
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// Call the callback function to let the application know the current
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// mouse wheel position
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if (cbfun)
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cbfun(_glfwInput.WheelPos);
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}
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