439 lines
12 KiB
C
439 lines
12 KiB
C
//========================================================================
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// GLFW - An OpenGL library
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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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////// GLFW internal API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Register keyboard activity
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//========================================================================
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void _glfwInputKey(_GLFWwindow* window, int key, int action)
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{
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GLboolean keyrepeat = GL_FALSE;
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if (key < 0 || key > GLFW_KEY_LAST)
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return;
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// Are we trying to release an already released key?
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if (action == GLFW_RELEASE && window->key[key] != GLFW_PRESS)
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return;
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// Register key action
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if(action == GLFW_RELEASE && window->stickyKeys)
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window->key[key] = GLFW_STICK;
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else
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{
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keyrepeat = (window->key[key] == GLFW_PRESS) && (action == GLFW_PRESS);
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window->key[key] = (char) action;
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}
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// Call user callback function
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if (_glfwLibrary.keyCallback && (window->keyRepeat || !keyrepeat))
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_glfwLibrary.keyCallback(window, key, action);
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}
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//========================================================================
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// Register (keyboard) character activity
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//========================================================================
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void _glfwInputChar(_GLFWwindow* window, int character)
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{
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// Valid Unicode (ISO 10646) character?
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if (!((character >= 32 && character <= 126) || character >= 160))
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return;
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if (_glfwLibrary.charCallback)
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_glfwLibrary.charCallback(window, character);
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}
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//========================================================================
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// Register scroll events
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//========================================================================
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void _glfwInputScroll(_GLFWwindow* window, int xoffset, int yoffset)
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{
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window->scrollX += xoffset;
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window->scrollY += yoffset;
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if (_glfwLibrary.scrollCallback)
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_glfwLibrary.scrollCallback(window, xoffset, yoffset);
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}
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//========================================================================
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// Register mouse button clicks
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//========================================================================
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void _glfwInputMouseClick(_GLFWwindow* window, int button, int action)
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{
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if (button < 0 || button > GLFW_MOUSE_BUTTON_LAST)
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return;
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// Register mouse button action
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if (action == GLFW_RELEASE && window->stickyMouseButtons)
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window->mouseButton[button] = GLFW_STICK;
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else
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window->mouseButton[button] = (char) action;
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if (_glfwLibrary.mouseButtonCallback)
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_glfwLibrary.mouseButtonCallback(window, button, action);
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}
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//========================================================================
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// Register cursor moves
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//========================================================================
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void _glfwInputCursorMotion(_GLFWwindow* window, int x, int y)
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{
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if (window->cursorMode == GLFW_CURSOR_CAPTURED)
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{
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if (!x && !y)
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return;
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window->cursorPosX += x;
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window->cursorPosY += y;
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}
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else
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{
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if (window->cursorPosX == x && window->cursorPosY == y)
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return;
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window->cursorPosX = x;
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window->cursorPosY = y;
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}
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if (_glfwLibrary.mousePosCallback)
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{
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_glfwLibrary.mousePosCallback(window,
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window->cursorPosX,
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window->cursorPosY);
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}
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW public API //////
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//////////////////////////////////////////////////////////////////////////
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//========================================================================
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// Returns the state of the specified key for the specified window
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//========================================================================
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GLFWAPI int glfwGetKey(GLFWwindow handle, int key)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return GLFW_RELEASE;
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}
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// Is it a valid key?
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if (key < 0 || key > GLFW_KEY_LAST)
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{
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// TODO: Decide whether key is a value or enum
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_glfwSetError(GLFW_INVALID_ENUM,
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"glfwGetKey: The specified key is invalid");
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return GLFW_RELEASE;
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}
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if (window->key[key] == GLFW_STICK)
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{
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// Sticky mode: release key now
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window->key[key] = GLFW_RELEASE;
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return GLFW_PRESS;
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}
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return (int) window->key[key];
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}
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//========================================================================
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// Returns the state of the specified mouse button for the specified window
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//========================================================================
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GLFWAPI int glfwGetMouseButton(GLFWwindow handle, int button)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return GLFW_RELEASE;
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}
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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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{
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_glfwSetError(GLFW_INVALID_ENUM,
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"glfwGetMouseButton: The specified mouse button is invalid");
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return GLFW_RELEASE;
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}
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if (window->mouseButton[button] == GLFW_STICK)
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{
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// Sticky mode: release mouse button now
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window->mouseButton[button] = GLFW_RELEASE;
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return GLFW_PRESS;
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}
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return (int) window->mouseButton[button];
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}
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//========================================================================
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// Returns the last reported cursor position for the specified window
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//========================================================================
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GLFWAPI void glfwGetMousePos(GLFWwindow handle, int* xpos, int* ypos)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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// Return mouse position
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if (xpos != NULL)
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*xpos = window->cursorPosX;
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if (ypos != NULL)
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*ypos = window->cursorPosY;
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}
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//========================================================================
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// Sets the cursor position relative to the position of the client area of
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// the specified window
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//========================================================================
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GLFWAPI void glfwSetMousePos(GLFWwindow handle, int xpos, int ypos)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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if (_glfwLibrary.activeWindow != window)
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{
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_glfwSetError(GLFW_WINDOW_NOT_ACTIVE, NULL);
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return;
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}
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// Don't do anything if the mouse position did not change
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if (xpos == window->cursorPosX && ypos == window->cursorPosY)
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return;
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// Set GLFW mouse position
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window->cursorPosX = xpos;
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window->cursorPosY = ypos;
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// Do not move physical cursor in locked cursor mode
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if (window->cursorMode == GLFW_CURSOR_CAPTURED)
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return;
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// Update physical cursor position
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_glfwPlatformSetMouseCursorPos(window, xpos, ypos);
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}
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//========================================================================
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// Returns the scroll offset for the specified window
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//========================================================================
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GLFWAPI void glfwGetScrollOffset(GLFWwindow handle, int* xoffset, int* yoffset)
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{
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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if (xoffset)
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*xoffset = window->scrollX;
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if (yoffset)
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*yoffset = window->scrollY;
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}
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//========================================================================
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// Sets the cursor mode for the specified window
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//========================================================================
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GLFWAPI void glfwSetCursorMode(GLFWwindow handle, int mode)
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{
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int centerPosX, centerPosY;
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_GLFWwindow* window = (_GLFWwindow*) handle;
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if (!_glfwInitialized)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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if (mode != GLFW_CURSOR_NORMAL &&
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mode != GLFW_CURSOR_HIDDEN &&
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mode != GLFW_CURSOR_CAPTURED)
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{
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_glfwSetError(GLFW_INVALID_ENUM, NULL);
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return;
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}
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if (window->cursorMode == mode)
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return;
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centerPosX = window->width / 2;
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centerPosY = window->height / 2;
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if (mode == GLFW_CURSOR_CAPTURED)
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_glfwPlatformSetMouseCursorPos(window, centerPosX, centerPosY);
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else if (window->cursorMode == GLFW_CURSOR_CAPTURED)
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{
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_glfwPlatformSetMouseCursorPos(window, centerPosX, centerPosY);
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_glfwInputCursorMotion(window,
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centerPosX - window->cursorPosX,
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centerPosY - window->cursorPosY);
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}
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_glfwPlatformSetCursorMode(window, mode);
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window->cursorMode = mode;
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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)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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_glfwLibrary.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)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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_glfwLibrary.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)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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_glfwLibrary.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)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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// Set callback function
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_glfwLibrary.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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{
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_GLFWwindow* window;
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for (window = _glfwLibrary.windowListHead; window; window = window->next)
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cbfun(window, window->cursorPosX, window->cursorPosY);
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}
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}
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//========================================================================
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// Set callback function for scroll events
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//========================================================================
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GLFWAPI void glfwSetScrollCallback(GLFWscrollfun cbfun)
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{
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if (!_glfwInitialized)
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{
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_glfwSetError(GLFW_NOT_INITIALIZED, NULL);
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return;
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}
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// Set callback function
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_glfwLibrary.scrollCallback = cbfun;
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}
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