SFML/DSFML/import/dsfml/window/input.d

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/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* 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.
*/
module dsfml.window.input;
import dsfml.system.common;
import dsfml.window.event;
/**
* Input handles real-time input from keyboard and mouse.
* Use it instead of events to handle continuous moves and more
* game-friendly inputs
*/
class Input : DSFMLObject
{
/**
* Get the state of a key
*
* Params:
* key = Key to check
*
* Returns:
* True if key is down, false if key is up
*/
bool isKeyDown(KeyCode key)
{
return cast(bool)sfInput_IsKeyDown(m_ptr, key);
}
/**
* Get the state of a mouse button
*
* Params:
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isMouseButtonDown(MouseButtons button)
{
return cast(bool)sfInput_IsMouseButtonDown(m_ptr, button);
}
/**
* Get the state of a joystick button
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* button = Button to check
*
* Returns:
* True if button is down, false if button is up
*/
bool isJoystickButtonDown(uint joyId, uint button)
{
return cast(bool)sfInput_IsJoystickButtonDown(m_ptr, joyId, button);
}
/*
* Get the mouse X position
*
* Returns:
* Current mouse left position, relative to owner window
*/
int getMouseX()
{
return sfInput_GetMouseX(m_ptr);
}
/**
* Get the mouse Y position
*
* Returns:
* Current mouse top position, relative to owner window
*
*/
int getMouseY()
{
return sfInput_GetMouseY(m_ptr);
}
/**
* Get a joystick axis position
*
* Params:
* joyId = Identifier of the joystick to check (0 or 1)
* axis = Axis to get
*
* Returns:
* Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
*/
float getJoystickAxis(uint joyId, JoyAxis axis)
{
return sfInput_GetJoystickAxis(m_ptr, joyId, axis);
}
this(void* input)
{
super(input, true);
}
override void dispose()
{
// nothing to do
}
private:
// External ====================================================================
extern (C)
{
typedef int function(void*, KeyCode) pf_sfInput_IsKeyDown;
typedef int function(void*, MouseButtons) pf_sfInput_IsMouseButtonDown;
typedef int function(void*, uint, uint) pf_sfInput_IsJoystickButtonDown;
typedef uint function (void*) pf_sfInput_GetMouseX;
typedef uint function(void*) pf_sfInput_GetMouseY;
typedef float function(void*, uint, JoyAxis) pf_sfInput_GetJoystickAxis;
static pf_sfInput_IsKeyDown sfInput_IsKeyDown;
static pf_sfInput_IsMouseButtonDown sfInput_IsMouseButtonDown;
static pf_sfInput_IsJoystickButtonDown sfInput_IsJoystickButtonDown;
static pf_sfInput_GetMouseX sfInput_GetMouseX;
static pf_sfInput_GetMouseY sfInput_GetMouseY;
static pf_sfInput_GetJoystickAxis sfInput_GetJoystickAxis;
}
static this()
{
debug
DllLoader dll = DllLoader.load("csfml-window-d");
else
DllLoader dll = DllLoader.load("csfml-window");
sfInput_IsKeyDown = cast(pf_sfInput_IsKeyDown)dll.getSymbol("sfInput_IsKeyDown");
sfInput_IsMouseButtonDown = cast(pf_sfInput_IsMouseButtonDown)dll.getSymbol("sfInput_IsMouseButtonDown");
sfInput_IsJoystickButtonDown = cast(pf_sfInput_IsJoystickButtonDown)dll.getSymbol("sfInput_IsJoystickButtonDown");
sfInput_GetMouseX = cast(pf_sfInput_GetMouseX)dll.getSymbol("sfInput_GetMouseX");
sfInput_GetMouseY = cast(pf_sfInput_GetMouseY)dll.getSymbol("sfInput_GetMouseY");
sfInput_GetJoystickAxis = cast(pf_sfInput_GetJoystickAxis)dll.getSymbol("sfInput_GetJoystickAxis");
}
}