//======================================================================== // GLFW - An OpenGL framework // Platform: Any // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 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. // //======================================================================== #include "internal.h" //======================================================================== // //======================================================================== GLFWAPI int glfwGetKey( int key ) { 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 ]; } //======================================================================== // //======================================================================== GLFWAPI int glfwGetMouseButton( int button ) { 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 ]; } //======================================================================== // //======================================================================== GLFWAPI void glfwGetMousePos( int *xpos, int *ypos ) { if( !_glfwInitialized || !_glfwWin.opened ) return; // Return mouse position if( xpos != NULL ) *xpos = _glfwInput.MousePosX; if( ypos != NULL ) *ypos = _glfwInput.MousePosY; } //======================================================================== // //======================================================================== GLFWAPI void glfwSetMousePos( int xpos, int ypos ) { 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 ); } //======================================================================== // //======================================================================== GLFWAPI int glfwGetMouseWheel( void ) { if( !_glfwInitialized || !_glfwWin.opened ) return 0; // Return mouse wheel position return _glfwInput.WheelPos; } //======================================================================== // //======================================================================== GLFWAPI void glfwSetMouseWheel( int pos ) { if( !_glfwInitialized || !_glfwWin.opened ) return; // Set mouse wheel position _glfwInput.WheelPos = pos; } //======================================================================== // Set callback function for keyboard input //======================================================================== GLFWAPI void glfwSetKeyCallback( GLFWkeyfun cbfun ) { if( !_glfwInitialized || !_glfwWin.opened ) return; // Set callback function _glfwWin.keyCallback = cbfun; } //======================================================================== // Set callback function for character input //======================================================================== GLFWAPI void glfwSetCharCallback( GLFWcharfun cbfun ) { if( !_glfwInitialized || !_glfwWin.opened ) return; // Set callback function _glfwWin.charCallback = cbfun; } //======================================================================== // Set callback function for mouse clicks //======================================================================== GLFWAPI void glfwSetMouseButtonCallback( GLFWmousebuttonfun cbfun ) { if( !_glfwInitialized || !_glfwWin.opened ) return; // Set callback function _glfwWin.mouseButtonCallback = cbfun; } //======================================================================== // Set callback function for mouse moves //======================================================================== GLFWAPI void glfwSetMousePosCallback( GLFWmouseposfun cbfun ) { 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 ); } //======================================================================== // Set callback function for mouse wheel //======================================================================== GLFWAPI void glfwSetMouseWheelCallback( GLFWmousewheelfun cbfun ) { 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 ); }