all: move standalone libraries to libs/ subdirectory
The root dir of our repository has grown quite a lot the past few months.
I'd like to make it more clear where the bulk of the engine lives (`src/`) and
also make it more clear which Mach libraries are consumable as standalone projects.
As for the name of this directory, `libs` was my first choice but there's a bit of
a convention of that being external libraries in Zig projects _today_, while these
are libraries maintained as part of Mach in this repository - not external ones.
We will name this directory `libs`, and if we have a need for external libraries
we will use `external` or `deps` for that directory name. I considered other names
such as `components`, `systems`, `modules` (which are bad as they overlap with
major ECS / engine concepts), and it seems likely the official Zig package manager
will break the convention of using a `libs` dir anyway.
Performed via:
```sh
mkdir libs/
git mv freetype libs/
git mv basisu libs/
git mv gamemode libs/
git mv glfw libs/
git mv gpu libs/
git mv gpu-dawn libs/
git mv sysaudio libs/
git mv sysjs libs/
git mv ecs libs/
```
git-subtree-dir: glfw
git-subtree-mainline: 0d5b853443
git-subtree-split: 572d1144f11b353abdb64fff828b25a4f0fbb7ca
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
git mv ecs libs/
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
79ec61396f
commit
0645429df9
240 changed files with 6 additions and 6 deletions
273
glfw/src/key.zig
273
glfw/src/key.zig
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@ -1,273 +0,0 @@
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//! Keyboard key IDs.
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//!
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//! See glfw.setKeyCallback for how these are used.
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//!
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//! These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60), but re-arranged to
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//! map to 7-bit ASCII for printable keys (function keys are put in the 256+ range).
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//!
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//! The naming of the key codes follow these rules:
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//!
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//! - The US keyboard layout is used
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//! - Names of printable alphanumeric characters are used (e.g. "a", "r", "three", etc.)
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//! - For non-alphanumeric characters, Unicode:ish names are used (e.g. "comma", "left_bracket",
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//! etc.). Note that some names do not correspond to the Unicode standard (usually for brevity)
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//! - Keys that lack a clear US mapping are named "world_x"
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//! - For non-printable keys, custom names are used (e.g. "F4", "backspace", etc.)
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const std = @import("std");
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const cc = @import("c.zig").c;
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const Error = @import("errors.zig").Error;
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const getError = @import("errors.zig").getError;
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const internal_debug = @import("internal_debug.zig");
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/// enum containing all glfw keys
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pub const Key = enum(c_int) {
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/// The unknown key
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unknown = cc.GLFW_KEY_UNKNOWN,
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/// Printable keys
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space = cc.GLFW_KEY_SPACE,
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apostrophe = cc.GLFW_KEY_APOSTROPHE,
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comma = cc.GLFW_KEY_COMMA,
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minus = cc.GLFW_KEY_MINUS,
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period = cc.GLFW_KEY_PERIOD,
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slash = cc.GLFW_KEY_SLASH,
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zero = cc.GLFW_KEY_0,
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one = cc.GLFW_KEY_1,
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two = cc.GLFW_KEY_2,
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three = cc.GLFW_KEY_3,
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four = cc.GLFW_KEY_4,
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five = cc.GLFW_KEY_5,
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six = cc.GLFW_KEY_6,
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seven = cc.GLFW_KEY_7,
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eight = cc.GLFW_KEY_8,
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nine = cc.GLFW_KEY_9,
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semicolon = cc.GLFW_KEY_SEMICOLON,
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equal = cc.GLFW_KEY_EQUAL,
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a = cc.GLFW_KEY_A,
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b = cc.GLFW_KEY_B,
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c = cc.GLFW_KEY_C,
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d = cc.GLFW_KEY_D,
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e = cc.GLFW_KEY_E,
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f = cc.GLFW_KEY_F,
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g = cc.GLFW_KEY_G,
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h = cc.GLFW_KEY_H,
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i = cc.GLFW_KEY_I,
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j = cc.GLFW_KEY_J,
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k = cc.GLFW_KEY_K,
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l = cc.GLFW_KEY_L,
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m = cc.GLFW_KEY_M,
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n = cc.GLFW_KEY_N,
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o = cc.GLFW_KEY_O,
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p = cc.GLFW_KEY_P,
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q = cc.GLFW_KEY_Q,
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r = cc.GLFW_KEY_R,
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s = cc.GLFW_KEY_S,
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t = cc.GLFW_KEY_T,
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u = cc.GLFW_KEY_U,
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v = cc.GLFW_KEY_V,
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w = cc.GLFW_KEY_W,
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x = cc.GLFW_KEY_X,
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y = cc.GLFW_KEY_Y,
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z = cc.GLFW_KEY_Z,
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left_bracket = cc.GLFW_KEY_LEFT_BRACKET,
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backslash = cc.GLFW_KEY_BACKSLASH,
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right_bracket = cc.GLFW_KEY_RIGHT_BRACKET,
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grave_accent = cc.GLFW_KEY_GRAVE_ACCENT,
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world_1 = cc.GLFW_KEY_WORLD_1, // non-US #1
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world_2 = cc.GLFW_KEY_WORLD_2, // non-US #2
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// Function keys
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escape = cc.GLFW_KEY_ESCAPE,
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enter = cc.GLFW_KEY_ENTER,
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tab = cc.GLFW_KEY_TAB,
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backspace = cc.GLFW_KEY_BACKSPACE,
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insert = cc.GLFW_KEY_INSERT,
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delete = cc.GLFW_KEY_DELETE,
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right = cc.GLFW_KEY_RIGHT,
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left = cc.GLFW_KEY_LEFT,
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down = cc.GLFW_KEY_DOWN,
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up = cc.GLFW_KEY_UP,
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page_up = cc.GLFW_KEY_PAGE_UP,
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page_down = cc.GLFW_KEY_PAGE_DOWN,
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home = cc.GLFW_KEY_HOME,
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end = cc.GLFW_KEY_END,
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caps_lock = cc.GLFW_KEY_CAPS_LOCK,
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scroll_lock = cc.GLFW_KEY_SCROLL_LOCK,
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num_lock = cc.GLFW_KEY_NUM_LOCK,
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print_screen = cc.GLFW_KEY_PRINT_SCREEN,
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pause = cc.GLFW_KEY_PAUSE,
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F1 = cc.GLFW_KEY_F1,
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F2 = cc.GLFW_KEY_F2,
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F3 = cc.GLFW_KEY_F3,
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F4 = cc.GLFW_KEY_F4,
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F5 = cc.GLFW_KEY_F5,
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F6 = cc.GLFW_KEY_F6,
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F7 = cc.GLFW_KEY_F7,
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F8 = cc.GLFW_KEY_F8,
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F9 = cc.GLFW_KEY_F9,
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F10 = cc.GLFW_KEY_F10,
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F11 = cc.GLFW_KEY_F11,
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F12 = cc.GLFW_KEY_F12,
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F13 = cc.GLFW_KEY_F13,
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F14 = cc.GLFW_KEY_F14,
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F15 = cc.GLFW_KEY_F15,
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F16 = cc.GLFW_KEY_F16,
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F17 = cc.GLFW_KEY_F17,
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F18 = cc.GLFW_KEY_F18,
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F19 = cc.GLFW_KEY_F19,
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F20 = cc.GLFW_KEY_F20,
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F21 = cc.GLFW_KEY_F21,
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F22 = cc.GLFW_KEY_F22,
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F23 = cc.GLFW_KEY_F23,
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F24 = cc.GLFW_KEY_F24,
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F25 = cc.GLFW_KEY_F25,
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kp_0 = cc.GLFW_KEY_KP_0,
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kp_1 = cc.GLFW_KEY_KP_1,
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kp_2 = cc.GLFW_KEY_KP_2,
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kp_3 = cc.GLFW_KEY_KP_3,
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kp_4 = cc.GLFW_KEY_KP_4,
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kp_5 = cc.GLFW_KEY_KP_5,
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kp_6 = cc.GLFW_KEY_KP_6,
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kp_7 = cc.GLFW_KEY_KP_7,
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kp_8 = cc.GLFW_KEY_KP_8,
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kp_9 = cc.GLFW_KEY_KP_9,
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kp_decimal = cc.GLFW_KEY_KP_DECIMAL,
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kp_divide = cc.GLFW_KEY_KP_DIVIDE,
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kp_multiply = cc.GLFW_KEY_KP_MULTIPLY,
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kp_subtract = cc.GLFW_KEY_KP_SUBTRACT,
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kp_add = cc.GLFW_KEY_KP_ADD,
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kp_enter = cc.GLFW_KEY_KP_ENTER,
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kp_equal = cc.GLFW_KEY_KP_EQUAL,
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left_shift = cc.GLFW_KEY_LEFT_SHIFT,
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left_control = cc.GLFW_KEY_LEFT_CONTROL,
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left_alt = cc.GLFW_KEY_LEFT_ALT,
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left_super = cc.GLFW_KEY_LEFT_SUPER,
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right_shift = cc.GLFW_KEY_RIGHT_SHIFT,
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right_control = cc.GLFW_KEY_RIGHT_CONTROL,
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right_alt = cc.GLFW_KEY_RIGHT_ALT,
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right_super = cc.GLFW_KEY_RIGHT_SUPER,
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menu = cc.GLFW_KEY_MENU,
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pub inline fn last() Key {
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return @intToEnum(Key, cc.GLFW_KEY_LAST);
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}
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/// Returns the layout-specific name of the specified printable key.
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///
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/// This function returns the name of the specified printable key, encoded as UTF-8. This is
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/// typically the character that key would produce without any modifier keys, intended for
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/// displaying key bindings to the user. For dead keys, it is typically the diacritic it would add
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/// to a character.
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///
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/// __Do not use this function__ for text input (see input_char). You will break text input for many
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/// languages even if it happens to work for yours.
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///
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/// If the key is `glfw.key.unknown`, the scancode is used to identify the key, otherwise the
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/// scancode is ignored. If you specify a non-printable key, or `glfw.key.unknown` and a scancode
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/// that maps to a non-printable key, this function returns null but does not emit an error.
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///
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/// This behavior allows you to always pass in the arguments in the key callback (see input_key)
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/// without modification.
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///
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/// The printable keys are:
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///
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/// - `glfw.Key.apostrophe`
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/// - `glfw.Key.comma`
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/// - `glfw.Key.minus`
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/// - `glfw.Key.period`
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/// - `glfw.Key.slash`
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/// - `glfw.Key.semicolon`
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/// - `glfw.Key.equal`
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/// - `glfw.Key.left_bracket`
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/// - `glfw.Key.right_bracket`
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/// - `glfw.Key.backslash`
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/// - `glfw.Key.world_1`
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/// - `glfw.Key.world_2`
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/// - `glfw.Key.0` to `glfw.key.9`
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/// - `glfw.Key.a` to `glfw.key.z`
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/// - `glfw.Key.kp_0` to `glfw.key.kp_9`
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/// - `glfw.Key.kp_decimal`
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/// - `glfw.Key.kp_divide`
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/// - `glfw.Key.kp_multiply`
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/// - `glfw.Key.kp_subtract`
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/// - `glfw.Key.kp_add`
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/// - `glfw.Key.kp_equal`
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///
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/// Names for printable keys depend on keyboard layout, while names for non-printable keys are the
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/// same across layouts but depend on the application language and should be localized along with
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/// other user interface text.
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///
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/// @param[in] key The key to query, or `glfw.key.unknown`.
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/// @param[in] scancode The scancode of the key to query.
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/// @return The UTF-8 encoded, layout-specific name of the key, or null.
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///
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/// Possible errors include glfw.Error.NotInitialized and glfw.Error.PlatformError.
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///
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/// The contents of the returned string may change when a keyboard layout change event is received.
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///
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/// @pointer_lifetime The returned string is allocated and freed by GLFW. You should not free it
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/// yourself. It is valid until the library is terminated.
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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_key_name
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pub inline fn getName(self: Key, scancode: i32) error{PlatformError}!?[:0]const u8 {
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internal_debug.assertInitialized();
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const name_opt = cc.glfwGetKeyName(@enumToInt(self), @intCast(c_int, scancode));
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getError() catch |err| return switch (err) {
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Error.NotInitialized => unreachable,
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Error.PlatformError => |e| e,
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else => unreachable,
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};
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return if (name_opt) |name|
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std.mem.span(@ptrCast([*:0]const u8, name))
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else
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null;
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}
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/// Returns the platform-specific scancode of the specified key.
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///
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/// This function returns the platform-specific scancode of the specified key.
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///
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/// If the key is `glfw.key.UNKNOWN` or does not exist on the keyboard this method will return `-1`.
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///
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/// @param[in] key Any named key (see keys).
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/// @return The platform-specific scancode for the key.
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///
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/// Possible errors include glfw.Error.NotInitialized, glfw.Error.InvalidEnum and glfw.Error.PlatformError.
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///
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/// @thread_safety This function may be called from any thread.
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pub inline fn getScancode(self: Key) error{PlatformError}!i32 {
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internal_debug.assertInitialized();
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const scancode = cc.glfwGetKeyScancode(@enumToInt(self));
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if (scancode != -1) return scancode;
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getError() catch |err| return switch (err) {
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Error.NotInitialized => unreachable,
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Error.InvalidEnum => unreachable,
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Error.PlatformError => |e| e,
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else => unreachable,
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};
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// `glfwGetKeyScancode` returns `-1` only for errors
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unreachable;
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}
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};
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// TODO: https://github.com/hexops/mach/issues/375
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// test "getName" {
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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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// _ = glfw.Key.a.getName(0) catch |err| std.debug.print("failed to get key name, not supported? error={}\n", .{err});
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// }
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test "getScancode" {
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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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_ = glfw.Key.a.getScancode() catch |err| std.debug.print("failed to get key scancode, not supported? error={}\n", .{err});
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}
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