glfw: add glfw.Window.setCharCallback
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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0b84cfd3c4
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1 changed files with 62 additions and 61 deletions
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@ -50,6 +50,7 @@ pub const InternalUserPointer = struct {
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setCursorEnterCallback: ?fn (window: Window, entered: bool) void,
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setCursorPosCallback: ?fn (window: Window, xpos: f64, ypos: f64) void,
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setMouseButtonCallback: ?fn (window: Window, button: isize, action: isize, mods: isize) void,
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setCharCallback: ?fn (window: Window, codepoint: u21) void,
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};
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/// Resets all window hints to their default values.
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@ -1323,24 +1324,6 @@ pub inline fn setContentScaleCallback(self: Window, callback: ?fn (window: Windo
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// /// @ingroup input
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// typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int);
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// /// The function pointer type for Unicode character callbacks.
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// ///
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// /// This is the function pointer type for Unicode character callbacks.
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// /// A Unicode character callback function has the following signature:
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// /// @code
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// /// void function_name(GLFWwindow* window, unsigned int codepoint)
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// /// @endcode
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// ///
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// /// @param[in] window The window that received the event.
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// /// @param[in] codepoint The Unicode code point of the character.
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// ///
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// /// see also: input_char, glfwSetCharCallback
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// ///
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// /// @glfw3 Added window handle parameter.
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// ///
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// /// @ingroup input
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// typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int);
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// TODO(mouinput options)
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// /// Returns the value of an input option for the specified window.
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// ///
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@ -1635,47 +1618,46 @@ pub inline fn setContentScaleCallback(self: Window, callback: ?fn (window: Windo
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// /// @ingroup input
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// GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun callback);
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// TODO(unicode character)
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// /// Sets the Unicode character callback.
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// ///
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// /// This function sets the character callback of the specified window, which is
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// /// called when a Unicode character is input.
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// ///
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// /// The character callback is intended for Unicode text input. As it deals with
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// /// characters, it is keyboard layout dependent, whereas the
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// /// [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1
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// /// to physical keys, as a key may produce zero, one or more characters. If you
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// /// want to know whether a specific physical key was pressed or released, see
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// /// the key callback instead.
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// ///
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// /// The character callback behaves as system text input normally does and will
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// /// not be called if modifier keys are held down that would prevent normal text
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// /// input on that platform, for example a Super (Command) key on macOS or Alt key
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// /// on Windows.
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// ///
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// /// @param[in] window The window whose callback to set.
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// /// @param[in] callback The new callback, or null to remove the currently set
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// /// callback.
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// /// @return The previously set callback, or null if no callback was set or the
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// /// library had not been [initialized](@ref intro_init).
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// ///
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// /// @callback_signature
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// /// @code
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// /// void function_name(GLFWwindow* window, unsigned int codepoint)
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// /// @endcode
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// /// For more information about the callback parameters, see the
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// /// [function pointer type](@ref GLFWcharfun).
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// ///
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// /// Possible errors include glfw.Error.NotInitialized.
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// ///
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// /// @thread_safety This function must only be called from the main thread.
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// ///
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// /// see also: input_char
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// ///
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// /// @glfw3 Added window handle parameter and return value.
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// ///
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// /// @ingroup input
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// GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback);
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fn setCharCallbackWrapper(handle: ?*c.GLFWwindow, codepoint: c_uint) callconv(.C) void {
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const window = from(handle.?) catch unreachable;
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const internal = window.getInternal();
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internal.setCharCallback.?(window, @intCast(u21, codepoint));
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}
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/// Sets the Unicode character callback.
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///
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/// This function sets the character callback of the specified window, which is called when a
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/// Unicode character is input.
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///
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/// The character callback is intended for Unicode text input. As it deals with characters, it is
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/// keyboard layout dependent, whereas the key callback (see glfw.Window.setKeyCallback) is not.
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/// Characters do not map 1:1 to physical keys, as a key may produce zero, one or more characters.
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/// If you want to know whether a specific physical key was pressed or released, see the key
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/// callback instead.
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///
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/// The character callback behaves as system text input normally does and will not be called if
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/// modifier keys are held down that would prevent normal text input on that platform, for example a
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/// Super (Command) key on macOS or Alt key on Windows.
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///
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/// @param[in] window The window whose callback to set.
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/// @param[in] callback The new callback, or null to remove the currently set callback.
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///
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/// @callback_param[in] window The window that received the event.
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/// @callback_param[in] codepoint The Unicode code point of the character.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: input_char
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pub inline fn setCharCallback(self: Window, callback: ?fn (window: Window, codepoint: u21) void) void {
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var internal = self.getInternal();
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internal.setCharCallback = callback;
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_ = c.glfwSetCharCallback(self.handle, if (callback != null) setCharCallbackWrapper else null);
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// The only error this could return would be glfw.Error.NotInitialized, which should
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// definitely have occurred before calls to this. Returning an error here makes the API
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// awkward to use, so we discard it instead.
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getError() catch {};
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}
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fn setMouseButtonCallbackWrapper(handle: ?*c.GLFWwindow, button: c_int, action: c_int, mods: c_int) callconv(.C) void {
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const window = from(handle.?) catch unreachable;
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@ -1702,8 +1684,6 @@ fn setMouseButtonCallbackWrapper(handle: ?*c.GLFWwindow, button: c_int, action:
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/// actions.
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/// @callback_param[in] mods Bit field describing which modifier keys (see mods) were held down.
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///
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/// Possible errors include glfw.Error.NotInitialized.
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///
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/// @thread_safety This function must only be called from the main thread.
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///
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/// see also: input_mouse_button
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@ -2713,3 +2693,24 @@ test "setMouseButtonCallback" {
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}
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}).callback);
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}
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test "setCharCallback" {
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const glfw = @import("main.zig");
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try glfw.init();
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defer glfw.terminate();
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const window = glfw.Window.create(640, 480, "Hello, Zig!", null, null) catch |err| {
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// return without fail, because most of our CI environments are headless / we cannot open
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// windows on them.
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std.debug.print("note: failed to create window: {}\n", .{err});
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return;
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};
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defer window.destroy();
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window.setCharCallback((struct {
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fn callback(_window: Window, codepoint: u21) void {
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_ = _window;
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_ = codepoint;
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}
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}).callback);
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}
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