glfw: add glfw.Window.setMouseButtonCallback
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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2bdc71518b
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0b84cfd3c4
1 changed files with 64 additions and 59 deletions
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@ -49,6 +49,7 @@ pub const InternalUserPointer = struct {
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setScrollCallback: ?fn (window: Window, xoffset: f64, yoffset: f64) void,
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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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};
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/// Resets all window hints to their default values.
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@ -1299,30 +1300,6 @@ pub inline fn setContentScaleCallback(self: Window, callback: ?fn (window: Windo
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getError() catch {};
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}
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// TODO(input):
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// /// The function pointer type for mouse button callbacks.
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// ///
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// /// This is the function pointer type for mouse button callback functions.
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// /// A mouse button callback function has the following signature:
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// /// @code
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// /// void function_name(GLFWwindow* window, int button, int action, int mods)
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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] button The mouse button that was pressed or
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// /// released.
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// /// @param[in] action One of `glfw.press` or `glfw.release`. Future releases
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// /// may add more actions.
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// /// @param[in] mods Bit field describing which [modifier keys](@ref mods) were
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// /// held down.
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// ///
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// /// see also: input_mouse_button, glfwSetMouseButtonCallback
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// ///
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// /// @glfw3 Added window handle and modifier mask parameters.
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// ///
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// /// @ingroup input
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// typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int);
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// /// The function pointer type for keyboard key callbacks.
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// ///
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// /// This is the function pointer type for keyboard key callbacks. A keyboard
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@ -1700,41 +1677,46 @@ pub inline fn setContentScaleCallback(self: Window, callback: ?fn (window: Windo
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// /// @ingroup input
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// GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun callback);
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// TODO(mouse button)
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// /// Sets the mouse button callback.
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// ///
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// /// This function sets the mouse button callback of the specified window, which
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// /// is called when a mouse button is pressed or released.
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// ///
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// /// When a window loses input focus, it will generate synthetic mouse button
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// /// release events for all pressed mouse buttons. You can tell these events
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// /// from user-generated events by the fact that the synthetic ones are generated
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// /// after the focus loss event has been processed, i.e. after the
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// /// [window focus callback](@ref glfwSetWindowFocusCallback) has been called.
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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, int button, int action, int mods)
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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 GLFWmousebuttonfun).
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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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// ///
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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 GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun callback);
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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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const internal = window.getInternal();
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internal.setMouseButtonCallback.?(window, @intCast(isize, button), @intCast(isize, action), @intCast(isize, mods));
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}
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/// Sets the mouse button callback.
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///
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/// This function sets the mouse button callback of the specified window, which is called when a
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/// mouse button is pressed or released.
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///
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/// When a window loses input focus, it will generate synthetic mouse button release events for all
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/// pressed mouse buttons. You can tell these events from user-generated events by the fact that the
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/// synthetic ones are generated after the focus loss event has been processed, i.e. after the
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/// window focus callback (see glfw.Window.setFocusCallback) has been called.
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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] button The mouse button that was pressed or released.
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/// @callback_param[in] action One of `glfw.press` or `glfw.release`. Future releases may add more
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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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pub inline fn setMouseButtonCallback(self: Window, callback: ?fn (window: Window, button: isize, action: isize, mods: isize) void) void {
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var internal = self.getInternal();
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internal.setMouseButtonCallback = callback;
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_ = c.glfwSetMouseButtonCallback(self.handle, if (callback != null) setMouseButtonCallbackWrapper 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 setCursorPosCallbackWrapper(handle: ?*c.GLFWwindow, xpos: f64, ypos: f64) callconv(.C) void {
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const window = from(handle.?) catch unreachable;
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@ -2708,3 +2690,26 @@ test "setCursorPosCallback" {
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}
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}).callback);
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}
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test "setMouseButtonCallback" {
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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.setMouseButtonCallback((struct {
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fn callback(_window: Window, button: isize, action: isize, mods: isize) void {
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_ = _window;
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_ = button;
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_ = action;
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_ = mods;
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}
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}).callback);
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}
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