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https://github.com/hajimehoshi/ebiten.git
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120366c3ac
Updates #2695
669 lines
24 KiB
Go
669 lines
24 KiB
Go
// SPDX-License-Identifier: Apache-2.0
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// SPDX-FileCopyrightText: 2012 The glfw3-go Authors
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// SPDX-FileCopyrightText: 2023 The Ebitengine Authors
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//go:build darwin || freebsd || linux || netbsd || openbsd
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package cglfw
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// #include <stdlib.h>
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// #define GLFW_INCLUDE_NONE
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// #include "glfw3.h"
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//
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// void goKeyCB(void* window, int key, int scancode, int action, int mods);
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// void goCharCB(void* window, unsigned int character);
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// void goCharModsCB(void* window, unsigned int character, int mods);
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// void goMouseButtonCB(void* window, int button, int action, int mods);
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// void goCursorPosCB(void* window, double xpos, double ypos);
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// void goCursorEnterCB(void* window, int entered);
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// void goScrollCB(void* window, double xoff, double yoff);
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// void goDropCB(void* window, int count, char** names);
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//
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// static void glfwSetKeyCallbackCB(GLFWwindow *window) {
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// glfwSetKeyCallback(window, (GLFWkeyfun)goKeyCB);
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// }
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//
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// static void glfwSetCharCallbackCB(GLFWwindow *window) {
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// glfwSetCharCallback(window, (GLFWcharfun)goCharCB);
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// }
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//
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// static void glfwSetCharModsCallbackCB(GLFWwindow *window) {
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// glfwSetCharModsCallback(window, (GLFWcharmodsfun)goCharModsCB);
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// }
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//
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// static void glfwSetMouseButtonCallbackCB(GLFWwindow *window) {
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// glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)goMouseButtonCB);
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// }
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//
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// static void glfwSetCursorPosCallbackCB(GLFWwindow *window) {
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// glfwSetCursorPosCallback(window, (GLFWcursorposfun)goCursorPosCB);
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// }
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//
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// static void glfwSetCursorEnterCallbackCB(GLFWwindow *window) {
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// glfwSetCursorEnterCallback(window, (GLFWcursorenterfun)goCursorEnterCB);
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// }
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//
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// static void glfwSetScrollCallbackCB(GLFWwindow *window) {
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// glfwSetScrollCallback(window, (GLFWscrollfun)goScrollCB);
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// }
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//
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// static void glfwSetDropCallbackCB(GLFWwindow *window) {
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// glfwSetDropCallback(window, (GLFWdropfun)goDropCB);
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// }
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import "C"
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import (
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"image"
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"image/draw"
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"unsafe"
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)
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// Key corresponds to a keyboard key.
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type Key int
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// These key codes are inspired by the USB HID Usage Tables v1.12 (p. 53-60),
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// but re-arranged to map to 7-bit ASCII for printable keys (function keys are
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// put in the 256+ range).
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const (
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KeyUnknown Key = C.GLFW_KEY_UNKNOWN
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KeySpace Key = C.GLFW_KEY_SPACE
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KeyApostrophe Key = C.GLFW_KEY_APOSTROPHE
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KeyComma Key = C.GLFW_KEY_COMMA
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KeyMinus Key = C.GLFW_KEY_MINUS
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KeyPeriod Key = C.GLFW_KEY_PERIOD
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KeySlash Key = C.GLFW_KEY_SLASH
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Key0 Key = C.GLFW_KEY_0
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Key1 Key = C.GLFW_KEY_1
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Key2 Key = C.GLFW_KEY_2
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Key3 Key = C.GLFW_KEY_3
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Key4 Key = C.GLFW_KEY_4
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Key5 Key = C.GLFW_KEY_5
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Key6 Key = C.GLFW_KEY_6
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Key7 Key = C.GLFW_KEY_7
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Key8 Key = C.GLFW_KEY_8
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Key9 Key = C.GLFW_KEY_9
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KeySemicolon Key = C.GLFW_KEY_SEMICOLON
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KeyEqual Key = C.GLFW_KEY_EQUAL
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KeyA Key = C.GLFW_KEY_A
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KeyB Key = C.GLFW_KEY_B
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KeyC Key = C.GLFW_KEY_C
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KeyD Key = C.GLFW_KEY_D
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KeyE Key = C.GLFW_KEY_E
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KeyF Key = C.GLFW_KEY_F
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KeyG Key = C.GLFW_KEY_G
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KeyH Key = C.GLFW_KEY_H
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KeyI Key = C.GLFW_KEY_I
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KeyJ Key = C.GLFW_KEY_J
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KeyK Key = C.GLFW_KEY_K
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KeyL Key = C.GLFW_KEY_L
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KeyM Key = C.GLFW_KEY_M
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KeyN Key = C.GLFW_KEY_N
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KeyO Key = C.GLFW_KEY_O
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KeyP Key = C.GLFW_KEY_P
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KeyQ Key = C.GLFW_KEY_Q
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KeyR Key = C.GLFW_KEY_R
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KeyS Key = C.GLFW_KEY_S
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KeyT Key = C.GLFW_KEY_T
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KeyU Key = C.GLFW_KEY_U
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KeyV Key = C.GLFW_KEY_V
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KeyW Key = C.GLFW_KEY_W
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KeyX Key = C.GLFW_KEY_X
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KeyY Key = C.GLFW_KEY_Y
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KeyZ Key = C.GLFW_KEY_Z
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KeyLeftBracket Key = C.GLFW_KEY_LEFT_BRACKET
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KeyBackslash Key = C.GLFW_KEY_BACKSLASH
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KeyRightBracket Key = C.GLFW_KEY_RIGHT_BRACKET
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KeyGraveAccent Key = C.GLFW_KEY_GRAVE_ACCENT
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KeyWorld1 Key = C.GLFW_KEY_WORLD_1
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KeyWorld2 Key = C.GLFW_KEY_WORLD_2
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KeyEscape Key = C.GLFW_KEY_ESCAPE
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KeyEnter Key = C.GLFW_KEY_ENTER
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KeyTab Key = C.GLFW_KEY_TAB
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KeyBackspace Key = C.GLFW_KEY_BACKSPACE
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KeyInsert Key = C.GLFW_KEY_INSERT
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KeyDelete Key = C.GLFW_KEY_DELETE
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KeyRight Key = C.GLFW_KEY_RIGHT
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KeyLeft Key = C.GLFW_KEY_LEFT
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KeyDown Key = C.GLFW_KEY_DOWN
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KeyUp Key = C.GLFW_KEY_UP
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KeyPageUp Key = C.GLFW_KEY_PAGE_UP
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KeyPageDown Key = C.GLFW_KEY_PAGE_DOWN
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KeyHome Key = C.GLFW_KEY_HOME
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KeyEnd Key = C.GLFW_KEY_END
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KeyCapsLock Key = C.GLFW_KEY_CAPS_LOCK
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KeyScrollLock Key = C.GLFW_KEY_SCROLL_LOCK
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KeyNumLock Key = C.GLFW_KEY_NUM_LOCK
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KeyPrintScreen Key = C.GLFW_KEY_PRINT_SCREEN
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KeyPause Key = C.GLFW_KEY_PAUSE
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KeyF1 Key = C.GLFW_KEY_F1
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KeyF2 Key = C.GLFW_KEY_F2
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KeyF3 Key = C.GLFW_KEY_F3
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KeyF4 Key = C.GLFW_KEY_F4
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KeyF5 Key = C.GLFW_KEY_F5
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KeyF6 Key = C.GLFW_KEY_F6
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KeyF7 Key = C.GLFW_KEY_F7
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KeyF8 Key = C.GLFW_KEY_F8
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KeyF9 Key = C.GLFW_KEY_F9
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KeyF10 Key = C.GLFW_KEY_F10
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KeyF11 Key = C.GLFW_KEY_F11
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KeyF12 Key = C.GLFW_KEY_F12
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KeyF13 Key = C.GLFW_KEY_F13
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KeyF14 Key = C.GLFW_KEY_F14
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KeyF15 Key = C.GLFW_KEY_F15
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KeyF16 Key = C.GLFW_KEY_F16
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KeyF17 Key = C.GLFW_KEY_F17
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KeyF18 Key = C.GLFW_KEY_F18
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KeyF19 Key = C.GLFW_KEY_F19
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KeyF20 Key = C.GLFW_KEY_F20
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KeyF21 Key = C.GLFW_KEY_F21
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KeyF22 Key = C.GLFW_KEY_F22
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KeyF23 Key = C.GLFW_KEY_F23
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KeyF24 Key = C.GLFW_KEY_F24
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KeyF25 Key = C.GLFW_KEY_F25
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KeyKP0 Key = C.GLFW_KEY_KP_0
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KeyKP1 Key = C.GLFW_KEY_KP_1
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KeyKP2 Key = C.GLFW_KEY_KP_2
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KeyKP3 Key = C.GLFW_KEY_KP_3
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KeyKP4 Key = C.GLFW_KEY_KP_4
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KeyKP5 Key = C.GLFW_KEY_KP_5
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KeyKP6 Key = C.GLFW_KEY_KP_6
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KeyKP7 Key = C.GLFW_KEY_KP_7
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KeyKP8 Key = C.GLFW_KEY_KP_8
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KeyKP9 Key = C.GLFW_KEY_KP_9
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KeyKPDecimal Key = C.GLFW_KEY_KP_DECIMAL
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KeyKPDivide Key = C.GLFW_KEY_KP_DIVIDE
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KeyKPMultiply Key = C.GLFW_KEY_KP_MULTIPLY
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KeyKPSubtract Key = C.GLFW_KEY_KP_SUBTRACT
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KeyKPAdd Key = C.GLFW_KEY_KP_ADD
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KeyKPEnter Key = C.GLFW_KEY_KP_ENTER
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KeyKPEqual Key = C.GLFW_KEY_KP_EQUAL
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KeyLeftShift Key = C.GLFW_KEY_LEFT_SHIFT
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KeyLeftControl Key = C.GLFW_KEY_LEFT_CONTROL
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KeyLeftAlt Key = C.GLFW_KEY_LEFT_ALT
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KeyLeftSuper Key = C.GLFW_KEY_LEFT_SUPER
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KeyRightShift Key = C.GLFW_KEY_RIGHT_SHIFT
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KeyRightControl Key = C.GLFW_KEY_RIGHT_CONTROL
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KeyRightAlt Key = C.GLFW_KEY_RIGHT_ALT
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KeyRightSuper Key = C.GLFW_KEY_RIGHT_SUPER
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KeyMenu Key = C.GLFW_KEY_MENU
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KeyLast Key = C.GLFW_KEY_LAST
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)
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// ModifierKey corresponds to a modifier key.
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type ModifierKey int
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// Modifier keys.
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const (
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ModShift ModifierKey = C.GLFW_MOD_SHIFT
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ModControl ModifierKey = C.GLFW_MOD_CONTROL
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ModAlt ModifierKey = C.GLFW_MOD_ALT
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ModSuper ModifierKey = C.GLFW_MOD_SUPER
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ModCapsLock ModifierKey = C.GLFW_MOD_CAPS_LOCK
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ModNumLock ModifierKey = C.GLFW_MOD_NUM_LOCK
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)
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// MouseButton corresponds to a mouse button.
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type MouseButton int
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// Mouse buttons.
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const (
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MouseButton1 MouseButton = C.GLFW_MOUSE_BUTTON_1
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MouseButton2 MouseButton = C.GLFW_MOUSE_BUTTON_2
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MouseButton3 MouseButton = C.GLFW_MOUSE_BUTTON_3
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MouseButton4 MouseButton = C.GLFW_MOUSE_BUTTON_4
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MouseButton5 MouseButton = C.GLFW_MOUSE_BUTTON_5
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MouseButton6 MouseButton = C.GLFW_MOUSE_BUTTON_6
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MouseButton7 MouseButton = C.GLFW_MOUSE_BUTTON_7
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MouseButton8 MouseButton = C.GLFW_MOUSE_BUTTON_8
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MouseButtonLast MouseButton = C.GLFW_MOUSE_BUTTON_LAST
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MouseButtonLeft MouseButton = C.GLFW_MOUSE_BUTTON_LEFT
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MouseButtonRight MouseButton = C.GLFW_MOUSE_BUTTON_RIGHT
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MouseButtonMiddle MouseButton = C.GLFW_MOUSE_BUTTON_MIDDLE
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)
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// StandardCursor corresponds to a standard cursor icon.
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type StandardCursor int
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// Standard cursors
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const (
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ArrowCursor StandardCursor = C.GLFW_ARROW_CURSOR
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IBeamCursor StandardCursor = C.GLFW_IBEAM_CURSOR
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CrosshairCursor StandardCursor = C.GLFW_CROSSHAIR_CURSOR
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HandCursor StandardCursor = C.GLFW_HAND_CURSOR
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HResizeCursor StandardCursor = C.GLFW_HRESIZE_CURSOR
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VResizeCursor StandardCursor = C.GLFW_VRESIZE_CURSOR
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)
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// Action corresponds to a key or button action.
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type Action int
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// Action types.
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const (
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Release Action = C.GLFW_RELEASE // The key or button was released.
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Press Action = C.GLFW_PRESS // The key or button was pressed.
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Repeat Action = C.GLFW_REPEAT // The key was held down until it repeated.
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)
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// InputMode corresponds to an input mode.
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type InputMode int
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// Input modes.
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const (
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CursorMode InputMode = C.GLFW_CURSOR // See Cursor mode values
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StickyKeysMode InputMode = C.GLFW_STICKY_KEYS // Value can be either 1 or 0
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StickyMouseButtonsMode InputMode = C.GLFW_STICKY_MOUSE_BUTTONS // Value can be either 1 or 0
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LockKeyMods InputMode = C.GLFW_LOCK_KEY_MODS // Value can be either 1 or 0
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RawMouseMotion InputMode = C.GLFW_RAW_MOUSE_MOTION // Value can be either 1 or 0
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)
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// Cursor mode values.
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const (
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CursorNormal int = C.GLFW_CURSOR_NORMAL
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CursorHidden int = C.GLFW_CURSOR_HIDDEN
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CursorDisabled int = C.GLFW_CURSOR_DISABLED
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)
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// Cursor represents a cursor.
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type Cursor struct {
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data *C.GLFWcursor
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}
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//export goMouseButtonCB
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func goMouseButtonCB(window unsafe.Pointer, button, action, mods C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fMouseButtonHolder(w, MouseButton(button), Action(action), ModifierKey(mods))
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}
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//export goCursorPosCB
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func goCursorPosCB(window unsafe.Pointer, xpos, ypos C.double) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fCursorPosHolder(w, float64(xpos), float64(ypos))
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}
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//export goCursorEnterCB
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func goCursorEnterCB(window unsafe.Pointer, entered C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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hasEntered := entered != 0
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w.fCursorEnterHolder(w, hasEntered)
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}
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//export goScrollCB
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func goScrollCB(window unsafe.Pointer, xoff, yoff C.double) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fScrollHolder(w, float64(xoff), float64(yoff))
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}
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//export goKeyCB
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func goKeyCB(window unsafe.Pointer, key, scancode, action, mods C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fKeyHolder(w, Key(key), int(scancode), Action(action), ModifierKey(mods))
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}
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//export goCharCB
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func goCharCB(window unsafe.Pointer, character C.uint) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fCharHolder(w, rune(character))
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}
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//export goCharModsCB
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func goCharModsCB(window unsafe.Pointer, character C.uint, mods C.int) {
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w := windows.get((*C.GLFWwindow)(window))
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w.fCharModsHolder(w, rune(character), ModifierKey(mods))
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}
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//export goDropCB
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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.
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w := windows.get((*C.GLFWwindow)(window))
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namesSlice := make([]string, int(count)) // TODO: Make this better. This part is unfinished, hacky, probably not correct, and not idiomatic.
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for i := 0; i < int(count); i++ { // TODO: Make this better. It should be cleaned up and vetted.
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var x *C.char // TODO: Make this better.
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p := (**C.char)(unsafe.Pointer(uintptr(unsafe.Pointer(names)) + uintptr(i)*unsafe.Sizeof(x))) // TODO: Make this better.
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namesSlice[i] = C.GoString(*p) // TODO: Make this better.
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}
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w.fDropHolder(w, namesSlice)
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}
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// GetInputMode returns the value of an input option of the window.
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func (w *Window) GetInputMode(mode InputMode) int {
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ret := int(C.glfwGetInputMode(w.data, C.int(mode)))
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panicError()
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return ret
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}
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// SetInputMode sets an input option for the window.
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func (w *Window) SetInputMode(mode InputMode, value int) {
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C.glfwSetInputMode(w.data, C.int(mode), C.int(value))
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panicError()
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}
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// RawMouseMotionSupported returns whether raw mouse motion is supported on the
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// current system. This status does not change after GLFW has been initialized
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// so you only need to check this once. If you attempt to enable raw motion on
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// a system that does not support it, PlatformError will be emitted.
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//
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// Raw mouse motion is closer to the actual motion of the mouse across a
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// surface. It is not affected by the scaling and acceleration applied to the
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// motion of the desktop cursor. That processing is suitable for a cursor while
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// raw motion is better for controlling for example a 3D camera. Because of
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// this, raw mouse motion is only provided when the cursor is disabled.
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//
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// This function must only be called from the main thread.
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func RawMouseMotionSupported() bool {
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return int(C.glfwRawMouseMotionSupported()) == True
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}
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// GetKeyScancode function returns the platform-specific scancode of the
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// specified key.
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//
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// If the key is KeyUnknown or does not exist on the keyboard this method will
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// return -1.
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func GetKeyScancode(key Key) int {
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return int(C.glfwGetKeyScancode(C.int(key)))
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}
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// GetKey returns the last reported state of a keyboard key. The returned state
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// is one of Press or Release. The higher-level state Repeat is only reported to
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// the key callback.
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//
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// If the StickyKeys input mode is enabled, this function returns Press the first
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// time you call this function after a key has been pressed, even if the key has
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// already been released.
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//
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// The key functions deal with physical keys, with key tokens named after their
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// use on the standard US keyboard layout. If you want to input text, use the
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// Unicode character callback instead.
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func (w *Window) GetKey(key Key) Action {
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ret := Action(C.glfwGetKey(w.data, C.int(key)))
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panicError()
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return ret
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}
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// GetKeyName returns the localized name of the specified printable key.
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//
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// If the key is glfw.KeyUnknown, the scancode is used, otherwise the scancode is ignored.
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func GetKeyName(key Key, scancode int) string {
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ret := C.glfwGetKeyName(C.int(key), C.int(scancode))
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panicError()
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return C.GoString(ret)
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}
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// GetMouseButton returns the last state reported for the specified mouse button.
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//
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// If the StickyMouseButtons input mode is enabled, this function returns Press
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// the first time you call this function after a mouse button has been pressed,
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// even if the mouse button has already been released.
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func (w *Window) GetMouseButton(button MouseButton) Action {
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ret := Action(C.glfwGetMouseButton(w.data, C.int(button)))
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panicError()
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return ret
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}
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// GetCursorPos returns the last reported position of the cursor.
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//
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// If the cursor is disabled (with CursorDisabled) then the cursor position is
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// unbounded and limited only by the minimum and maximum values of a double.
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//
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// The coordinate can be converted to their integer equivalents with the floor
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// function. Casting directly to an integer type works for positive coordinates,
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// but fails for negative ones.
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func (w *Window) GetCursorPos() (x, y float64) {
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var xpos, ypos C.double
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C.glfwGetCursorPos(w.data, &xpos, &ypos)
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panicError()
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return float64(xpos), float64(ypos)
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}
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// SetCursorPos sets the position of the cursor. The specified window must
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// be focused. If the window does not have focus when this function is called,
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// it fails silently.
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//
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// If the cursor is disabled (with CursorDisabled) then the cursor position is
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// unbounded and limited only by the minimum and maximum values of a double.
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func (w *Window) SetCursorPos(xpos, ypos float64) {
|
|
C.glfwSetCursorPos(w.data, C.double(xpos), C.double(ypos))
|
|
panicError()
|
|
}
|
|
|
|
// 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 {
|
|
var imgC C.GLFWimage
|
|
var pixels []uint8
|
|
b := img.Bounds()
|
|
|
|
switch img := img.(type) {
|
|
case *image.NRGBA:
|
|
pixels = img.Pix
|
|
default:
|
|
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.width = C.int(b.Dx())
|
|
imgC.height = C.int(b.Dy())
|
|
imgC.pixels = (*C.uchar)(pix)
|
|
|
|
c := C.glfwCreateCursor(&imgC, C.int(xhot), C.int(yhot))
|
|
|
|
free()
|
|
panicError()
|
|
|
|
return &Cursor{c}
|
|
}
|
|
|
|
// CreateStandardCursor returns a cursor with a standard shape,
|
|
// that can be set for a window with SetCursor.
|
|
func CreateStandardCursor(shape StandardCursor) *Cursor {
|
|
c := C.glfwCreateStandardCursor(C.int(shape))
|
|
panicError()
|
|
return &Cursor{c}
|
|
}
|
|
|
|
// Destroy destroys a cursor previously created with CreateCursor.
|
|
// Any remaining cursors will be destroyed by Terminate.
|
|
func (c *Cursor) Destroy() {
|
|
C.glfwDestroyCursor(c.data)
|
|
panicError()
|
|
}
|
|
|
|
// 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) {
|
|
if c == nil {
|
|
C.glfwSetCursor(w.data, nil)
|
|
} else {
|
|
C.glfwSetCursor(w.data, c.data)
|
|
}
|
|
panicError()
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fKeyHolder
|
|
w.fKeyHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetKeyCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetKeyCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fCharHolder
|
|
w.fCharHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetCharCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetCharCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fCharModsHolder
|
|
w.fCharModsHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetCharModsCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetCharModsCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fMouseButtonHolder
|
|
w.fMouseButtonHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetMouseButtonCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetMouseButtonCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fCursorPosHolder
|
|
w.fCursorPosHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetCursorPosCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetCursorPosCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fCursorEnterHolder
|
|
w.fCursorEnterHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetCursorEnterCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetCursorEnterCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fScrollHolder
|
|
w.fScrollHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetScrollCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetScrollCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|
|
|
|
// 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) {
|
|
previous = w.fDropHolder
|
|
w.fDropHolder = cbfun
|
|
if cbfun == nil {
|
|
C.glfwSetDropCallback(w.data, nil)
|
|
} else {
|
|
C.glfwSetDropCallbackCB(w.data)
|
|
}
|
|
panicError()
|
|
return previous
|
|
}
|