glfw/lib/input.c

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//========================================================================
// GLFW - An OpenGL framework
// Platform: Any
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// API version: 3.0
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// 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"
//========================================================================
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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;
// 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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{
// 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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return (int) _glfwInput.Key[key];
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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;
// 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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{
// 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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return (int) _glfwInput.MouseButton[button];
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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;
// 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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GLFWAPI void glfwSetMousePos(int xpos, int ypos)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return;
// 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;
// Set GLFW mouse position
_glfwInput.MousePosX = xpos;
_glfwInput.MousePosY = ypos;
// If we have a locked mouse, do not change cursor position
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if (_glfwWin.mouseLock)
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return;
// 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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GLFWAPI int glfwGetMouseWheel(void)
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{
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if (!_glfwInitialized || !_glfwWin.opened)
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return 0;
// Return mouse wheel position
return _glfwInput.WheelPos;
}
//========================================================================
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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;
// Set mouse wheel position
_glfwInput.WheelPos = pos;
}
//========================================================================
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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;
// Set callback function
_glfwWin.keyCallback = cbfun;
}
//========================================================================
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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;
// Set callback function
_glfwWin.charCallback = cbfun;
}
//========================================================================
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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;
// Set callback function
_glfwWin.mouseButtonCallback = cbfun;
}
//========================================================================
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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;
// Set callback function
_glfwWin.mousePosCallback = cbfun;
// Call the callback function to let the application know the current
// mouse position
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if (cbfun)
cbfun(_glfwInput.MousePosX, _glfwInput.MousePosY);
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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;
// Set callback function
_glfwWin.mouseWheelCallback = cbfun;
// Call the callback function to let the application know the current
// mouse wheel position
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if (cbfun)
cbfun(_glfwInput.WheelPos);
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}