// SPDX-License-Identifier: Apache-2.0 // SPDX-FileCopyrightText: 2012 The glfw3-go Authors // SPDX-FileCopyrightText: 2023 The Ebitengine Authors //go:build darwin || freebsd || linux || netbsd || openbsd package glfw // #include // #define GLFW_INCLUDE_NONE // #include "glfw3_unix.h" // // void goKeyCB(void* window, int key, int scancode, int action, int mods); // void goCharCB(void* window, unsigned int character); // void goCharModsCB(void* window, unsigned int character, int mods); // void goMouseButtonCB(void* window, int button, int action, int mods); // void goCursorPosCB(void* window, double xpos, double ypos); // void goCursorEnterCB(void* window, int entered); // void goScrollCB(void* window, double xoff, double yoff); // void goDropCB(void* window, int count, char** names); // // static void glfwSetKeyCallbackCB(GLFWwindow *window) { // glfwSetKeyCallback(window, (GLFWkeyfun)goKeyCB); // } // // static void glfwSetCharCallbackCB(GLFWwindow *window) { // glfwSetCharCallback(window, (GLFWcharfun)goCharCB); // } // // static void glfwSetCharModsCallbackCB(GLFWwindow *window) { // glfwSetCharModsCallback(window, (GLFWcharmodsfun)goCharModsCB); // } // // static void glfwSetMouseButtonCallbackCB(GLFWwindow *window) { // glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)goMouseButtonCB); // } // // static void glfwSetCursorPosCallbackCB(GLFWwindow *window) { // glfwSetCursorPosCallback(window, (GLFWcursorposfun)goCursorPosCB); // } // // static void glfwSetCursorEnterCallbackCB(GLFWwindow *window) { // glfwSetCursorEnterCallback(window, (GLFWcursorenterfun)goCursorEnterCB); // } // // static void glfwSetScrollCallbackCB(GLFWwindow *window) { // glfwSetScrollCallback(window, (GLFWscrollfun)goScrollCB); // } // // static void glfwSetDropCallbackCB(GLFWwindow *window) { // glfwSetDropCallback(window, (GLFWdropfun)goDropCB); // } import "C" import ( "image" "image/draw" "unsafe" ) // Cursor represents a cursor. type Cursor struct { data *C.GLFWcursor } //export goMouseButtonCB func goMouseButtonCB(window unsafe.Pointer, button, action, mods C.int) { w := windows.get((*C.GLFWwindow)(window)) w.fMouseButtonHolder(w, MouseButton(button), Action(action), ModifierKey(mods)) } //export goCursorPosCB func goCursorPosCB(window unsafe.Pointer, xpos, ypos C.double) { w := windows.get((*C.GLFWwindow)(window)) w.fCursorPosHolder(w, float64(xpos), float64(ypos)) } //export goCursorEnterCB func goCursorEnterCB(window unsafe.Pointer, entered C.int) { w := windows.get((*C.GLFWwindow)(window)) hasEntered := entered != 0 w.fCursorEnterHolder(w, hasEntered) } //export goScrollCB func goScrollCB(window unsafe.Pointer, xoff, yoff C.double) { w := windows.get((*C.GLFWwindow)(window)) w.fScrollHolder(w, float64(xoff), float64(yoff)) } //export goKeyCB func goKeyCB(window unsafe.Pointer, key, scancode, action, mods C.int) { w := windows.get((*C.GLFWwindow)(window)) w.fKeyHolder(w, Key(key), int(scancode), Action(action), ModifierKey(mods)) } //export goCharCB func goCharCB(window unsafe.Pointer, character C.uint) { w := windows.get((*C.GLFWwindow)(window)) w.fCharHolder(w, rune(character)) } //export goCharModsCB func goCharModsCB(window unsafe.Pointer, character C.uint, mods C.int) { w := windows.get((*C.GLFWwindow)(window)) w.fCharModsHolder(w, rune(character), ModifierKey(mods)) } //export goDropCB func goDropCB(window unsafe.Pointer, count C.int, names **C.char) { // TODO: The types of name can be `**C.char` or `unsafe.Pointer`, use whichever is better. w := windows.get((*C.GLFWwindow)(window)) namesSlice := make([]string, int(count)) // TODO: Make this better. This part is unfinished, hacky, probably not correct, and not idiomatic. for i := 0; i < int(count); i++ { // TODO: Make this better. It should be cleaned up and vetted. var x *C.char // TODO: Make this better. p := (**C.char)(unsafe.Pointer(uintptr(unsafe.Pointer(names)) + uintptr(i)*unsafe.Sizeof(x))) // TODO: Make this better. namesSlice[i] = C.GoString(*p) // TODO: Make this better. } w.fDropHolder(w, namesSlice) } // GetInputMode returns the value of an input option of the window. func (w *Window) GetInputMode(mode InputMode) (int, error) { ret := int(C.glfwGetInputMode(w.data, C.int(mode))) if err := fetchErrorIgnoringPlatformError(); err != nil { return 0, err } return ret, nil } // SetInputMode sets an input option for the window. func (w *Window) SetInputMode(mode InputMode, value int) error { C.glfwSetInputMode(w.data, C.int(mode), C.int(value)) if err := fetchErrorIgnoringPlatformError(); err != nil { return err } return nil } // RawMouseMotionSupported returns whether raw mouse motion is supported on the // current system. This status does not change after GLFW has been initialized // so you only need to check this once. If you attempt to enable raw motion on // a system that does not support it, PlatformError will be emitted. // // Raw mouse motion is closer to the actual motion of the mouse across a // surface. It is not affected by the scaling and acceleration applied to the // motion of the desktop cursor. That processing is suitable for a cursor while // raw motion is better for controlling for example a 3D camera. Because of // this, raw mouse motion is only provided when the cursor is disabled. // // This function must only be called from the main thread. func RawMouseMotionSupported() bool { return int(C.glfwRawMouseMotionSupported()) == True } // GetKeyScancode function returns the platform-specific scancode of the // specified key. // // If the key is KeyUnknown or does not exist on the keyboard this method will // return -1. func GetKeyScancode(key Key) int { return int(C.glfwGetKeyScancode(C.int(key))) } // GetKey returns the last reported state of a keyboard key. The returned state // is one of Press or Release. The higher-level state Repeat is only reported to // the key callback. // // If the StickyKeys input mode is enabled, this function returns Press the first // time you call this function after a key has been pressed, even if the key has // already been released. // // The key functions deal with physical keys, with key tokens named after their // use on the standard US keyboard layout. If you want to input text, use the // Unicode character callback instead. func (w *Window) GetKey(key Key) (Action, error) { ret := Action(C.glfwGetKey(w.data, C.int(key))) if err := fetchErrorIgnoringPlatformError(); err != nil { return 0, err } return ret, nil } // GetKeyName returns the localized name of the specified printable key. // // If the key is glfw.KeyUnknown, the scancode is used, otherwise the scancode is ignored. func GetKeyName(key Key, scancode int) (string, error) { ret := C.glfwGetKeyName(C.int(key), C.int(scancode)) if err := fetchErrorIgnoringPlatformError(); err != nil { return "", err } return C.GoString(ret), nil } // GetMouseButton returns the last state reported for the specified mouse button. // // If the StickyMouseButtons input mode is enabled, this function returns Press // the first time you call this function after a mouse button has been pressed, // even if the mouse button has already been released. func (w *Window) GetMouseButton(button MouseButton) (Action, error) { ret := Action(C.glfwGetMouseButton(w.data, C.int(button))) if err := fetchErrorIgnoringPlatformError(); err != nil { return 0, err } return ret, nil } // GetCursorPos returns the last reported position of the cursor. // // If the cursor is disabled (with CursorDisabled) then the cursor position is // unbounded and limited only by the minimum and maximum values of a double. // // The coordinate can be converted to their integer equivalents with the floor // function. Casting directly to an integer type works for positive coordinates, // but fails for negative ones. func (w *Window) GetCursorPos() (x, y float64, err error) { var xpos, ypos C.double C.glfwGetCursorPos(w.data, &xpos, &ypos) if err := fetchErrorIgnoringPlatformError(); err != nil { return 0, 0, err } return float64(xpos), float64(ypos), nil } // SetCursorPos sets the position of the cursor. The specified window must // be focused. If the window does not have focus when this function is called, // it fails silently. // // If the cursor is disabled (with CursorDisabled) then the cursor position is // unbounded and limited only by the minimum and maximum values of a double. func (w *Window) SetCursorPos(xpos, ypos float64) error { C.glfwSetCursorPos(w.data, C.double(xpos), C.double(ypos)) if err := fetchErrorIgnoringPlatformError(); err != nil { return err } return nil } // CreateCursor creates a new custom cursor image that can be set for a window with SetCursor. // The cursor can be destroyed with Destroy. Any remaining cursors are destroyed by Terminate. // // The image is ideally provided in the form of *image.NRGBA. // The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight // bits per channel with the red channel first. They are arranged canonically // as packed sequential rows, starting from the top-left corner. If the image // type is not *image.NRGBA, it will be converted to it. // // The cursor hotspot is specified in pixels, relative to the upper-left corner of the cursor image. // Like all other coordinate systems in GLFW, the X-axis points to the right and the Y-axis points down. func CreateCursor(img image.Image, xhot, yhot int) (*Cursor, error) { b := img.Bounds() m := image.NewNRGBA(image.Rect(0, 0, b.Dx(), b.Dy())) draw.Draw(m, m.Bounds(), img, b.Min, draw.Src) pixels := m.Pix pix, free := bytes(pixels) imgC := C.GLFWimage{ width: C.int(b.Dx()), height: C.int(b.Dy()), pixels: (*C.uchar)(pix), } c := C.glfwCreateCursor(&imgC, C.int(xhot), C.int(yhot)) free() if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return &Cursor{c}, nil } // CreateStandardCursor returns a cursor with a standard shape, // that can be set for a window with SetCursor. func CreateStandardCursor(shape StandardCursor) (*Cursor, error) { c := C.glfwCreateStandardCursor(C.int(shape)) if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return &Cursor{c}, nil } // Destroy destroys a cursor previously created with CreateCursor. // Any remaining cursors will be destroyed by Terminate. func (c *Cursor) Destroy() error { C.glfwDestroyCursor(c.data) if err := fetchErrorIgnoringPlatformError(); err != nil { return err } return nil } // SetCursor sets the cursor image to be used when the cursor is over the client area // of the specified window. The set cursor will only be visible when the cursor mode of the // window is CursorNormal. // // On some platforms, the set cursor may not be visible unless the window also has input focus. func (w *Window) SetCursor(c *Cursor) error { if c == nil { C.glfwSetCursor(w.data, nil) } else { C.glfwSetCursor(w.data, c.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return err } return nil } // KeyCallback is the key callback. type KeyCallback func(w *Window, key Key, scancode int, action Action, mods ModifierKey) // SetKeyCallback sets the key callback which is called when a key is pressed, // repeated or released. // // The key functions deal with physical keys, with layout independent key tokens // named after their values in the standard US keyboard layout. If you want to // input text, use the SetCharCallback instead. // // When a window loses focus, it will generate synthetic key release events for // all pressed keys. You can tell these events from user-generated events by the // fact that the synthetic ones are generated after the window has lost focus, // i.e. Focused will be false and the focus callback will have already been // called. func (w *Window) SetKeyCallback(cbfun KeyCallback) (previous KeyCallback, err error) { previous = w.fKeyHolder w.fKeyHolder = cbfun if cbfun == nil { C.glfwSetKeyCallback(w.data, nil) } else { C.glfwSetKeyCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil } // CharCallback is the character callback. type CharCallback func(w *Window, char rune) // SetCharCallback sets the character callback which is called when a // Unicode character is input. // // The character callback is intended for Unicode text input. As it deals with // characters, it is keyboard layout dependent, whereas the // key callback is not. Characters do not map 1:1 // to physical keys, as a key may produce zero, one or more characters. If you // want to know whether a specific physical key was pressed or released, see // the key callback instead. // // The character callback behaves as system text input normally does and will // not be called if modifier keys are held down that would prevent normal text // input on that platform, for example a Super (Command) key on OS X or Alt key // on Windows. There is a character with modifiers callback that receives these events. func (w *Window) SetCharCallback(cbfun CharCallback) (previous CharCallback, err error) { previous = w.fCharHolder w.fCharHolder = cbfun if cbfun == nil { C.glfwSetCharCallback(w.data, nil) } else { C.glfwSetCharCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil } // CharModsCallback is the character with modifiers callback. type CharModsCallback func(w *Window, char rune, mods ModifierKey) // SetCharModsCallback sets the character with modifiers callback which is called when a // Unicode character is input regardless of what modifier keys are used. // // Deprecated: Scheduled for removal in version 4.0. // // The character with modifiers callback is intended for implementing custom // Unicode character input. For regular Unicode text input, see the // character callback. Like the character callback, the character with modifiers callback // deals with characters and is keyboard layout dependent. Characters do not // map 1:1 to physical keys, as a key may produce zero, one or more characters. // If you want to know whether a specific physical key was pressed or released, // see the key callback instead. func (w *Window) SetCharModsCallback(cbfun CharModsCallback) (previous CharModsCallback, err error) { previous = w.fCharModsHolder w.fCharModsHolder = cbfun if cbfun == nil { C.glfwSetCharModsCallback(w.data, nil) } else { C.glfwSetCharModsCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil } // MouseButtonCallback is the mouse button callback. type MouseButtonCallback func(w *Window, button MouseButton, action Action, mods ModifierKey) // SetMouseButtonCallback sets the mouse button callback which is called when a // mouse button is pressed or released. // // When a window loses focus, it will generate synthetic mouse button release // events for all pressed mouse buttons. You can tell these events from // user-generated events by the fact that the synthetic ones are generated after // the window has lost focus, i.e. Focused will be false and the focus // callback will have already been called. func (w *Window) SetMouseButtonCallback(cbfun MouseButtonCallback) (previous MouseButtonCallback, err error) { previous = w.fMouseButtonHolder w.fMouseButtonHolder = cbfun if cbfun == nil { C.glfwSetMouseButtonCallback(w.data, nil) } else { C.glfwSetMouseButtonCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil } // CursorPosCallback the cursor position callback. type CursorPosCallback func(w *Window, xpos float64, ypos float64) // SetCursorPosCallback sets the cursor position callback which is called // when the cursor is moved. The callback is provided with the position relative // to the upper-left corner of the client area of the window. func (w *Window) SetCursorPosCallback(cbfun CursorPosCallback) (previous CursorPosCallback, err error) { previous = w.fCursorPosHolder w.fCursorPosHolder = cbfun if cbfun == nil { C.glfwSetCursorPosCallback(w.data, nil) } else { C.glfwSetCursorPosCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil } // CursorEnterCallback is the cursor boundary crossing callback. type CursorEnterCallback func(w *Window, entered bool) // SetCursorEnterCallback the cursor boundary crossing callback which is called // when the cursor enters or leaves the client area of the window. func (w *Window) SetCursorEnterCallback(cbfun CursorEnterCallback) (previous CursorEnterCallback, err error) { previous = w.fCursorEnterHolder w.fCursorEnterHolder = cbfun if cbfun == nil { C.glfwSetCursorEnterCallback(w.data, nil) } else { C.glfwSetCursorEnterCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil } // ScrollCallback is the scroll callback. type ScrollCallback func(w *Window, xoff float64, yoff float64) // SetScrollCallback sets the scroll callback which is called when a scrolling // device is used, such as a mouse wheel or scrolling area of a touchpad. func (w *Window) SetScrollCallback(cbfun ScrollCallback) (previous ScrollCallback, err error) { previous = w.fScrollHolder w.fScrollHolder = cbfun if cbfun == nil { C.glfwSetScrollCallback(w.data, nil) } else { C.glfwSetScrollCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil } // DropCallback is the drop callback. type DropCallback func(w *Window, names []string) // SetDropCallback sets the drop callback which is called when an object // is dropped over the window. func (w *Window) SetDropCallback(cbfun DropCallback) (previous DropCallback, err error) { previous = w.fDropHolder w.fDropHolder = cbfun if cbfun == nil { C.glfwSetDropCallback(w.data, nil) } else { C.glfwSetDropCallbackCB(w.data) } if err := fetchErrorIgnoringPlatformError(); err != nil { return nil, err } return previous, nil }