bluecore/glfw/lib/input.c

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2008-01-16 11:45:17 +00:00
//========================================================================
// GLFW - An OpenGL framework
// File: input.c
// Platform: Any
// API version: 2.6
// WWW: http://glfw.sourceforge.net
//------------------------------------------------------------------------
// Copyright (c) 2002-2006 Camilla Berglund
//
// 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.
//
//------------------------------------------------------------------------
// $Id: input.c,v 1.6 2007/03/15 03:20:19 elmindreda Exp $
//========================================================================
#include "internal.h"
//========================================================================
// glfwGetKey()
//========================================================================
GLFWAPI int GLFWAPIENTRY glfwGetKey( int key )
{
// Is GLFW initialized?
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 ];
}
//========================================================================
// glfwGetMouseButton()
//========================================================================
GLFWAPI int GLFWAPIENTRY glfwGetMouseButton( int button )
{
// Is GLFW initialized?
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 ];
}
//========================================================================
// glfwGetMousePos()
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwGetMousePos( int *xpos, int *ypos )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.Opened )
{
return;
}
// Return mouse position
if( xpos != NULL )
{
*xpos = _glfwInput.MousePosX;
}
if( ypos != NULL )
{
*ypos = _glfwInput.MousePosY;
}
}
//========================================================================
// glfwSetMousePos()
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwSetMousePos( int xpos, int ypos )
{
// Is GLFW initialized?
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 );
}
//========================================================================
// glfwGetMouseWheel()
//========================================================================
GLFWAPI int GLFWAPIENTRY glfwGetMouseWheel( void )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.Opened )
{
return 0;
}
// Return mouse wheel position
return _glfwInput.WheelPos;
}
//========================================================================
// glfwSetMouseWheel()
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwSetMouseWheel( int pos )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.Opened )
{
return;
}
// Set mouse wheel position
_glfwInput.WheelPos = pos;
}
//========================================================================
// glfwSetKeyCallback() - Set callback function for keyboard input
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwSetKeyCallback( GLFWkeyfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.Opened )
{
return;
}
// Set callback function
_glfwWin.KeyCallback = cbfun;
}
//========================================================================
// glfwSetCharCallback() - Set callback function for character input
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwSetCharCallback( GLFWcharfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.Opened )
{
return;
}
// Set callback function
_glfwWin.CharCallback = cbfun;
}
//========================================================================
// glfwSetMouseButtonCallback() - Set callback function for mouse clicks
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwSetMouseButtonCallback( GLFWmousebuttonfun cbfun )
{
// Is GLFW initialized?
if( !_glfwInitialized || !_glfwWin.Opened )
{
return;
}
// Set callback function
_glfwWin.MouseButtonCallback = cbfun;
}
//========================================================================
// glfwSetMousePosCallback() - Set callback function for mouse moves
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwSetMousePosCallback( GLFWmouseposfun cbfun )
{
// Is GLFW initialized?
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 );
}
}
//========================================================================
// glfwSetMouseWheelCallback() - Set callback function for mouse wheel
//========================================================================
GLFWAPI void GLFWAPIENTRY glfwSetMouseWheelCallback( GLFWmousewheelfun cbfun )
{
// Is GLFW initialized?
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 );
}
}