glfw/src/input.c
Camilla Berglund e93ae44ee5 Formatting.
2012-01-24 18:28:37 +01:00

439 lines
12 KiB
C

//========================================================================
// 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 <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"
//////////////////////////////////////////////////////////////////////////
////// 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;
}