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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134
bindings/python/src/Input.cpp
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134
bindings/python/src/Input.cpp
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////////////////////////////////////////////////////////////
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//
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// PySFML - Python binding for SFML (Simple and Fast Multimedia Library)
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// Copyright (C) 2007, 2008 Rémi Koenig (remi.k2620@gmail.com)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held 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 it freely,
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// 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 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 source distribution.
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//
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////////////////////////////////////////////////////////////
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#include "Input.hpp"
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#include "compat.hpp"
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static PyObject *
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PySfInput_new(PyTypeObject *type, PyObject *args, PyObject *kwds)
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{
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PyErr_SetString(PyExc_RuntimeError, "You can't create an Input object yourself, because an Input object must always be associated to its window.\nThe only way to get an Input is by creating a window and calling : Input = MyWindow.GetInput().");
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return NULL;
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}
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static PyObject*
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PySfInput_IsKeyDown(PySfInput *self, PyObject *args)
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{
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return PyBool_FromLong(self->obj->IsKeyDown( (sf::Key::Code) PyLong_AsLong(args) ));
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}
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static PyObject*
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PySfInput_IsMouseButtonDown(PySfInput *self, PyObject *args)
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{
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return PyBool_FromLong(self->obj->IsMouseButtonDown( (sf::Mouse::Button) PyLong_AsLong(args) ));
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}
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static PyObject*
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PySfInput_IsJoystickButtonDown(PySfInput *self, PyObject *args)
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{
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unsigned int JoyId, Button;
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if (! PyArg_ParseTuple (args, "II:Input.IsJoystickButtonDown", &JoyId, &Button))
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return NULL;
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return PyBool_FromLong(self->obj->IsJoystickButtonDown(JoyId, Button));
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}
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static PyObject*
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PySfInput_GetMouseX(PySfInput *self)
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{
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return PyLong_FromLong(self->obj->GetMouseX());
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}
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static PyObject*
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PySfInput_GetMouseY(PySfInput *self)
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{
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return PyLong_FromLong(self->obj->GetMouseY());
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}
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static PyObject*
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PySfInput_GetJoystickAxis(PySfInput *self, PyObject *args)
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{
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unsigned int JoyId, Axis;
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if (! PyArg_ParseTuple (args, "II:Input.GetJoystickAxis", &JoyId, &Axis))
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return NULL;
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return PyFloat_FromDouble(self->obj->GetJoystickAxis(JoyId, (sf::Joy::Axis) Axis));
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}
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static PyMethodDef PySfInput_methods[] = {
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{"IsKeyDown", (PyCFunction)PySfInput_IsKeyDown, METH_O, "IsKeyDown(KeyCode)\nGet the state of a key. Returns True if key is down, false if key is up.\n KeyCode : Key to check"},
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{"IsMouseButtonDown", (PyCFunction)PySfInput_IsMouseButtonDown, METH_O, "IsMouseButtonDown(Button)\nGet the state of a mouse button. Returns True if button is down, false if button is up.\n Button : Button to check"},
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{"IsJoystickButtonDown", (PyCFunction)PySfInput_IsJoystickButtonDown, METH_VARARGS, "IsJoystickButtonDown(JoyId, Button)\nGet the state of a joystick button. Returns True if button is down, false if button is up.\n JoyId : Identifier of the joystick to check (0 or 1)\n Button : Button to check"},
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{"GetMouseX", (PyCFunction)PySfInput_GetMouseX, METH_NOARGS, "GetMouseX()\nGet the mouse X position."},
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{"GetMouseY", (PyCFunction)PySfInput_GetMouseY, METH_NOARGS, "GetMouseY()\nGet the mouse Y position."},
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{"GetJoystickAxis", (PyCFunction)PySfInput_GetJoystickAxis, METH_VARARGS, "GetJoystickAxis(JoyId, Axis)\nGet a joystick axis position. Returns current axis position, in the range [-100, 100] (except for POV, which is [0, 360])\n JoyId : Identifier of the joystick to check (0 or 1)\n Axis : Axis to get"},
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{NULL} /* Sentinel */
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};
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PyTypeObject PySfInputType = {
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head_init
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"Input", /*tp_name*/
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sizeof(PySfInput), /*tp_basicsize*/
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0, /*tp_itemsize*/
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0, /*tp_dealloc*/
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0, /*tp_print*/
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0, /*tp_getattr*/
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0, /*tp_setattr*/
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0, /*tp_compare*/
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0, /*tp_repr*/
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0, /*tp_as_number*/
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0, /*tp_as_sequence*/
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0, /*tp_as_mapping*/
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0, /*tp_hash */
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0, /*tp_call*/
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0, /*tp_str*/
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0, /*tp_getattro*/
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0, /*tp_setattro*/
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0, /*tp_as_buffer*/
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Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, /*tp_flags*/
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"sf.Input handles real-time input from keyboard and mouse. Use it instead of events to handle continuous moves and more game-friendly inputs.", /* tp_doc */
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0, /* tp_traverse */
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0, /* tp_clear */
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0, /* tp_richcompare */
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0, /* tp_weaklistoffset */
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0, /* tp_iter */
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0, /* tp_iternext */
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PySfInput_methods, /* tp_methods */
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0, /* tp_members */
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0, /* tp_getset */
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0, /* tp_base */
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0, /* tp_dict */
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0, /* tp_descr_get */
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0, /* tp_descr_set */
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0, /* tp_dictoffset */
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0, /* tp_init */
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0, /* tp_alloc */
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PySfInput_new, /* tp_new */
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};
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PySfInput *
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GetNewPySfInput()
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{
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return PyObject_New(PySfInput, &PySfInputType);
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}
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