glfw: add glfw.Window.getKey
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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1 changed files with 49 additions and 34 deletions
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@ -1380,39 +1380,38 @@ pub inline fn setContentScaleCallback(self: Window, callback: ?fn (window: Windo
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// /// see also: glfw.getInputMode
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// /// see also: glfw.getInputMode
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// GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
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// GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value);
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// TODO(keyboard button)
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/// Returns the last reported press state of a keyboard key for the specified window.
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// /// Returns the last reported state of a keyboard key for the specified
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///
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// /// window.
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/// This function returns the last press state reported for the specified key to the specified
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// ///
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/// window. The returned state is one of `true` (pressed) or `false` (released). The higher-level
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// /// This function returns the last state reported for the specified key to the
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/// action `glfw.repeat` is only reported to the key callback.
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// /// specified window. The returned state is one of `glfw.press` or
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///
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// /// `glfw.release`. The higher-level action `glfw.repeat` is only reported to
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/// If the `glfw.sticky_keys` input mode is enabled, this function returns `glfw.press` the first
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// /// the key callback.
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/// time you call it for a key that was pressed, even if that key has already been released.
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// ///
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///
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// /// If the @ref GLFW_STICKY_KEYS input mode is enabled, this function returns
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/// The key functions deal with physical keys, with key tokens (see keys) named after their use on
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// /// `glfw.press` the first time you call it for a key that was pressed, even if
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/// the standard US keyboard layout. If you want to input text, use the Unicode character callback
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// /// that key has already been released.
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/// instead.
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// ///
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///
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// /// The key functions deal with physical keys, with [key tokens](@ref keys)
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/// The modifier key bit masks (see mods) are not key tokens and cannot be used with this function.
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// /// named after their use on the standard US keyboard layout. If you want to
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///
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// /// input text, use the Unicode character callback instead.
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/// __Do not use this function__ to implement text input, use glfw.Window.setCharCallback instead.
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// ///
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///
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// /// The [modifier key bit masks](@ref mods) are not key tokens and cannot be
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/// @param[in] window The desired window.
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// /// used with this function.
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/// @param[in] key The desired keyboard key (see keys). `glfw.key.unknown` is not a valid key for
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// ///
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/// this function.
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// /// __Do not use this function__ to implement [text input](@ref input_char).
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/// @return `true` (pressed) or `false` (released)
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// ///
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///
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// /// @param[in] window The desired window.
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/// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
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// /// @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is
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///
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// /// not a valid key for this function.
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/// @thread_safety This function must only be called from the main thread.
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// /// @return One of `glfw.press` or `glfw.release`.
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///
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// ///
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/// see also: input_key
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// /// Possible errors include glfw.Error.NotInitialized and glfw.Error.InvalidEnum.
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pub inline fn getKey(self: Window, key: isize) Error!bool {
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// ///
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const state = c.glfwGetKey(self.handle, @intCast(c_int, key));
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// /// @thread_safety This function must only be called from the main thread.
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try getError();
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// ///
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return state == c.GLFW_PRESS;
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// /// see also: input_key
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}
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// GLFWAPI int glfwGetKey(GLFWwindow* window, int key);
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/// Returns the last reported state of a mouse button for the specified window.
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/// Returns the last reported state of a mouse button for the specified window.
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///
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///
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@ -2562,6 +2561,22 @@ test "setDropCallback" {
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}).callback) catch |err| std.debug.print("can't set window drop callback, not supported by OS maybe? error={}\n", .{err});
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}).callback) catch |err| std.debug.print("can't set window drop callback, not supported by OS maybe? error={}\n", .{err});
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}
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}
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test "getKey" {
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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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_ = try window.getKey(glfw.key.escape);
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}
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test "getMouseButton" {
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test "getMouseButton" {
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const glfw = @import("main.zig");
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const glfw = @import("main.zig");
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try glfw.init();
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try glfw.init();
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@ -2575,7 +2590,7 @@ test "getMouseButton" {
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};
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};
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defer window.destroy();
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defer window.destroy();
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_ = window.getMouseButton(glfw.mouse_button.left) catch |err| std.debug.print("failed to get mouse button, not supported? error={}\n", .{err});
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_ = try window.getMouseButton(glfw.mouse_button.left);
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}
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}
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test "getCursorPos" {
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test "getCursorPos" {
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