//////////////////////////////////////////////////////////// // // PySFML - Python binding for SFML (Simple and Fast Multimedia Library) // Copyright (C) 2007, 2008 RĂ©mi Koenig (remi.k2620@gmail.com) // // 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" static PyMemberDef PySfInput_members[] = { {NULL} /* Sentinel */ }; static void PySfInput_dealloc(PySfInput *self) { self->ob_type->tp_free((PyObject*)self); } static PyObject * PySfInput_new(PyTypeObject *type, PyObject *args, PyObject *kwds) { PySfInput *self; self = (PySfInput *)type->tp_alloc(type, 0); if (self != NULL) { } return (PyObject *)self; } static int PySfInput_init(PySfInput *self, PyObject *args, PyObject *kwds) { PyErr_SetString(PyExc_StandardError, "You can't create an Input object yourself, because an Input object must always be associated to its window.\nThe only way to get an Input is by creating a window and calling : Input = MyWindow.GetInput()."); return -1; } static PyObject* PySfInput_IsKeyDown(PySfInput *self, PyObject *args) { if (self->obj->IsKeyDown( (sf::Key::Code) PyInt_AsLong(args) )) Py_RETURN_TRUE; else Py_RETURN_FALSE; } static PyObject* PySfInput_IsMouseButtonDown(PySfInput *self, PyObject *args) { if (self->obj->IsMouseButtonDown( (sf::Mouse::Button) PyInt_AsLong(args) )) Py_RETURN_TRUE; else Py_RETURN_FALSE; } static PyObject* PySfInput_IsJoystickButtonDown(PySfInput *self, PyObject *args) { unsigned int JoyId, Button; if (! PyArg_ParseTuple (args, "II", &JoyId, &Button)) return NULL; if (self->obj->IsJoystickButtonDown(JoyId, Button)) Py_RETURN_TRUE; else Py_RETURN_FALSE; } static PyObject* PySfInput_GetMouseX(PySfInput *self) { return PyInt_FromLong(self->obj->GetMouseX()); } static PyObject* PySfInput_GetMouseY(PySfInput *self) { return PyInt_FromLong(self->obj->GetMouseY()); } static PyObject* PySfInput_GetJoystickAxis(PySfInput *self, PyObject *args) { unsigned int JoyId, Axis; if (! PyArg_ParseTuple (args, "II", &JoyId, &Axis)) return NULL; return PyFloat_FromDouble(self->obj->GetJoystickAxis(JoyId, (sf::Joy::Axis) Axis)); } static PyMethodDef PySfInput_methods[] = { {"IsKeyDown", (PyCFunction)PySfInput_IsKeyDown, METH_O, "IsKeyDown(KeyCode)\nGet the state of a key. Returns True if key is down, false if key is up.\n KeyCode : Key to check"}, {"IsMouseButtonDown", (PyCFunction)PySfInput_IsMouseButtonDown, METH_O, "IsMouseButtonDown(Button)\nGet the state of a mouse button. Returns True if button is down, false if button is up.\n Button : Button to check"}, {"IsJoystickButtonDown", (PyCFunction)PySfInput_IsJoystickButtonDown, METH_VARARGS, "IsJoystickButtonDown(JoyId, Button)\nGet the state of a joystick button. Returns True if button is down, false if button is up.\n JoyId : Identifier of the joystick to check (0 or 1)\n Button : Button to check"}, {"GetMouseX", (PyCFunction)PySfInput_GetMouseX, METH_NOARGS, "GetMouseX()\nGet the mouse X position."}, {"GetMouseY", (PyCFunction)PySfInput_GetMouseY, METH_NOARGS, "GetMouseY()\nGet the mouse Y position."}, {"GetJoystickAxis", (PyCFunction)PySfInput_GetJoystickAxis, METH_VARARGS, "GetJoystickAxis(JoyId, Axis)\nGet a joystick axis position. Returns current axis position, in the range [-100, 100] (except for POV, which is [0, 360])\n JoyId : Identifier of the joystick to check (0 or 1)\n Axis : Axis to get"}, {NULL} /* Sentinel */ }; PyTypeObject PySfInputType = { PyObject_HEAD_INIT(NULL) 0, /*ob_size*/ "Input", /*tp_name*/ sizeof(PySfInput), /*tp_basicsize*/ 0, /*tp_itemsize*/ (destructor)PySfInput_dealloc, /*tp_dealloc*/ 0, /*tp_print*/ 0, /*tp_getattr*/ 0, /*tp_setattr*/ 0, /*tp_compare*/ 0, /*tp_repr*/ 0, /*tp_as_number*/ 0, /*tp_as_sequence*/ 0, /*tp_as_mapping*/ 0, /*tp_hash */ 0, /*tp_call*/ 0, /*tp_str*/ 0, /*tp_getattro*/ 0, /*tp_setattro*/ 0, /*tp_as_buffer*/ Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, /*tp_flags*/ "sf.Input handles real-time input from keyboard and mouse. Use it instead of events to handle continuous moves and more game-friendly inputs.", /* tp_doc */ 0, /* tp_traverse */ 0, /* tp_clear */ 0, /* tp_richcompare */ 0, /* tp_weaklistoffset */ 0, /* tp_iter */ 0, /* tp_iternext */ PySfInput_methods, /* tp_methods */ PySfInput_members, /* tp_members */ 0, /* tp_getset */ 0, /* tp_base */ 0, /* tp_dict */ 0, /* tp_descr_get */ 0, /* tp_descr_set */ 0, /* tp_dictoffset */ (initproc)PySfInput_init, /* tp_init */ 0, /* tp_alloc */ PySfInput_new, /* tp_new */ }; PySfInput * GetNewPySfInput() { return PyObject_New(PySfInput, &PySfInputType); }