/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se * 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 "Input.hpp" #include "main.hpp" #include /* SFML::Input provides a way to access the state of keys, mouse buttons, * mouse position, joystick buttons and jostick axis. * * SFML::Input provides the same informations as the event system, but these * informations can be accessed at any time, which is more convenient in many * situations. * * For example, to move an entity you can decide to catch the * SFML::Event::KeyPressed event on arrow keys. But if you do so, you will only * receive one event when the key gets pressed (or repeated events if you * activated this feature), thus the entity will not move smoothly. The best * solution here is to use sf::Input::IsKeyDown so that you can update your * entity's position at every iteration of your game loop, not only when you * catch a KeyPressed event. * * Note that instances of sf::Input cannot be created directly, they must be * retrieved from a window (sf::Window) with its GetInput() function. * * Usage example: * * # Retrieve the input object attached to our window * input = window.getInput(); * * # Move an entity according to the current keys state * offset = 5.0 * window.GetFrameTime(); # 5 pixels/sec * entity.move( -offset, 0 ) if input.isKeyDown?( SFML::Key::Left ) * entity.move( offset, 0 ) if input.isKeyDown?( SFML::Key::Right ) * entity.move( 0, -offset ) if input.isKeyDown?( SFML::Key::Up ) * entity.move( 0, offset ) if input.isKeyDown?( SFML::Key::Down ) */ VALUE globalInputClass; /* Free a heap allocated object * Not accessible trough ruby directly! */ static void Input_Free( sf::Event *anObject ) { delete anObject; } /* call-seq: * input.isKeyDown( keycode ) -> true or false * * Get the current state of a key (pressed or released). */ static VALUE Input_IsKeyDown( VALUE self, VALUE aKeyCode ) { sf::Input *object = NULL; Data_Get_Struct( self, sf::Input, object ); sf::Key::Code rawCode = static_cast< sf::Key::Code > ( NUM2INT( aKeyCode ) ); if( object->IsKeyDown( rawCode ) == true ) { return Qtrue; } else { return Qfalse; } } /* call-seq: * input.isMouseButtonDown( keycode ) -> true or false * * Get the current state of a mouse button (pressed or released). */ static VALUE Input_IsMouseButtonDown( VALUE self, VALUE aMouseButton ) { sf::Input *object = NULL; Data_Get_Struct( self, sf::Input, object ); sf::Mouse::Button rawButton = static_cast< sf::Mouse::Button > ( NUM2INT( aMouseButton ) ); if( object->IsMouseButtonDown( rawButton ) == true ) { return Qtrue; } else { return Qfalse; } } /* call-seq: * input.isJoystickButtonDown( joystick, button ) -> true or false * * Get the current state of a joystick button (pressed or released). */ static VALUE Input_IsJoystickButtonDown( VALUE self, VALUE aJoystick, VALUE aButton ) { sf::Input *object = NULL; Data_Get_Struct( self, sf::Input, object ); unsigned int rawJoystick = NUM2UINT( aJoystick ); unsigned int rawButton = NUM2UINT( aButton ); if( object->IsJoystickButtonDown( aJoystick, rawButton ) == true ) { return Qtrue; } else { return Qfalse; } } /* call-seq: * input.getMouseX() -> fixnum * * The returned position is relative to the left border of the owner window. */ static VALUE Input_GetMouseX( VALUE self, VALUE aMouseButton ) { sf::Input *object = NULL; Data_Get_Struct( self, sf::Input, object ); return INT2FIX( object->GetMouseX() ); } /* call-seq: * input.getMouseY() -> fixnum * * The returned position is relative to the top border of the owner window. */ static VALUE Input_GetMouseY( VALUE self, VALUE aMouseButton ) { sf::Input *object = NULL; Data_Get_Struct( self, sf::Input, object ); return INT2FIX( object->GetMouseY() ); } /* call-seq: * input.getJoystickAxis( joystick, axis ) -> true or false * * The returned position is in the range [-100, 100], except the POV which is an angle and is thus defined in [0, 360]. */ static VALUE Input_GetJoystickAxis( VALUE self, VALUE aJoystick, VALUE anAxis ) { sf::Input *object = NULL; Data_Get_Struct( self, sf::Input, object ); unsigned int rawJoystick = NUM2UINT( aJoystick ); sf::Joy::Axis rawAxis = static_cast< sf::Joy::Axis >( NUM2INT( anAxis ) ); return rb_float_new( object->GetJoystickAxis( rawJoystick, rawAxis ) ); } /* call-seq: * Input.new() -> input * * The constructor creates a new input. */ static VALUE Input_New( int argc, VALUE * args, VALUE aKlass ) { sf::Input *object = new sf::Input(); VALUE rbData = Data_Wrap_Struct( aKlass, 0, Input_Free, object ); rb_obj_call_init( rbData, argc, args ); return rbData; } void Init_Input( void ) { globalInputClass = rb_define_class_under( GetNamespace(), "Input", rb_cObject ); // Class methods rb_define_singleton_method( globalInputClass, "new", FUNCPTR( Input_New ), -1 ); // Instance methods rb_define_method( globalInputClass, "isKeyDown", FUNCPTR( Input_IsKeyDown ), 1 ); rb_define_method( globalInputClass, "isMouseButtonDown", FUNCPTR( Input_IsMouseButtonDown ), 1 ); rb_define_method( globalInputClass, "isJoystickButtonDown", FUNCPTR( Input_IsJoystickButtonDown ), 2 ); rb_define_method( globalInputClass, "getMouseX", FUNCPTR( Input_GetMouseX ), 0 ); rb_define_method( globalInputClass, "getMouseY", FUNCPTR( Input_GetMouseY ), 0 ); rb_define_method( globalInputClass, "getJoystickAxis", FUNCPTR( Input_GetJoystickAxis ), 2 ); // Aliases rb_define_alias( globalInputClass, "key_down?", "isKeyDown"); rb_define_alias( globalInputClass, "keyDown?", "isKeyDown"); rb_define_alias( globalInputClass, "mouse_button_down?", "isMouseButtonDown"); rb_define_alias( globalInputClass, "mouseButtonDown?", "isMouseButtonDown"); rb_define_alias( globalInputClass, "joystick_button_down?", "isJoystickButtonDown"); rb_define_alias( globalInputClass, "joystickButtonDown?", "isJoystickButtonDown"); rb_define_alias( globalInputClass, "mouseX", "getMouseX"); rb_define_alias( globalInputClass, "mouse_x", "getMouseX"); rb_define_alias( globalInputClass, "mouseY", "getMouseY"); rb_define_alias( globalInputClass, "mouse_y", "getMouseY"); rb_define_alias( globalInputClass, "joystickAxis", "getJoystickAxis"); rb_define_alias( globalInputClass, "joystick_axis", "getJoystickAxis"); }