SFML/bindings/ruby/sfml-window/window/Input.cpp
LaurentGom 0e2297af28 Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c
Renamed the DSFML directory to d
--> bindings must now be updated to match the new organization!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
2010-11-09 17:13:17 +00:00

213 lines
7.1 KiB
C++

/* 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/Window/Input.hpp>
/* 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");
}