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
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bindings/d/import/dsfml/window/input.d
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bindings/d/import/dsfml/window/input.d
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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module dsfml.window.input;
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import dsfml.system.common;
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import dsfml.window.event;
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/**
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* Input handles real-time input from keyboard and mouse.
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* Use it instead of events to handle continuous moves and more
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* game-friendly inputs
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*/
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class Input : DSFMLObject
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{
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public: // TODO: try to fix this, doesn't work with package
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this(SFMLClass input)
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{
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super(input, true);
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}
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override void dispose()
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{
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// nothing to do
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}
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public:
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/**
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* Get the state of a key
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*
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* Params:
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* key = Key to check
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*
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* Returns:
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* True if key is down, false if key is up
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*/
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bool isKeyDown(KeyCode key)
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{
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return cast(bool)sfInput_IsKeyDown(m_ptr, key);
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}
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/**
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* Get the state of a mouse button
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*
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* Params:
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* button = Button to check
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*
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* Returns:
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* True if button is down, false if button is up
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*/
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bool isMouseButtonDown(MouseButtons button)
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{
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return cast(bool)sfInput_IsMouseButtonDown(m_ptr, button);
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}
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/**
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* Get the state of a joystick button
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*
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* Params:
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* joyId = Identifier of the joystick to check (0 or 1)
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* button = Button to check
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*
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* Returns:
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* True if button is down, false if button is up
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*/
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bool isJoystickButtonDown(uint joyId, uint button)
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{
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return cast(bool)sfInput_IsJoystickButtonDown(m_ptr, joyId, button);
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}
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/**
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* Get a joystick axis position
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*
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* Params:
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* joyId = Identifier of the joystick to check (0 or 1)
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* axis = Axis to get
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*
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* Returns:
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* Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
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*/
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float getJoystickAxis(uint joyId, JoyAxis axis)
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{
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return sfInput_GetJoystickAxis(m_ptr, joyId, axis);
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}
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@property
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{
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/**
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* Get the mouse X position
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*
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* Returns:
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* Current mouse left position, relative to owner window
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*/
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int mouseX()
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{
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return sfInput_GetMouseX(m_ptr);
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}
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/**
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* Get the mouse Y position
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*
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* Returns:
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* Current mouse top position, relative to owner window
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*
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*/
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int mouseY()
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{
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return sfInput_GetMouseY(m_ptr);
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}
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}
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private:
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// External ====================================================================
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static extern (C)
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{
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int function(SFMLClass, KeyCode) sfInput_IsKeyDown;
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int function(SFMLClass, MouseButtons) sfInput_IsMouseButtonDown;
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int function(SFMLClass, uint, uint) sfInput_IsJoystickButtonDown;
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int function(SFMLClass) sfInput_GetMouseX;
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int function(SFMLClass) sfInput_GetMouseY;
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float function(SFMLClass, uint, JoyAxis) sfInput_GetJoystickAxis;
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}
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mixin(loadFromSharedLib2("csfml-window", "sfInput",
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"IsKeyDown", "IsMouseButtonDown", "IsJoystickButtonDown", "GetMouseX", "GetMouseY", "GetJoystickAxis"));
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}
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