/
win-mouse.go
88 lines (78 loc) · 3.17 KB
/
win-mouse.go
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// Copyright 2012. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2012 Laurent Gomila (laurent.gom@gmail.com)
//
// 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.
//
////////////////////////////////////////////////////////////
package sfml
//#include <SFML/Window/Export.h>
//#include <SFML/Window/Types.h>
//#include <SFML/Window/Mouse.h>
//#include <SFML/System/Vector2.h>
import "C"
type MouseButton uint
// Mouse buttons
const (
MouseLeft = iota // The left mouse button
MouseRight // The right mouse button
MouseMiddle // The middle (wheel) mouse button
MouseXButton1 // The first extra mouse button
MouseXButton2 // The second extra mouse button
MouseButtonCount // Keep last -- the total number of mouse buttons
)
// Check if a mouse button is pressed
// Returns true if the button is pressed, false otherwise
func (self MouseButton) IsButtonPressed() bool {
// sfBool sfMouse_isButtonPressed(sfMouseButton button)
return C.sfMouse_isButtonPressed(C.sfMouseButton(self)) == 1
}
// Get the current position of the mouse
// This function returns the current position of the mouse
// cursor relative to the desktop
func MouseGetPositionAbsolute() (int, int) {
v := C.sfMouse_getPosition(nil)
return int(v.x), int(v.y)
}
// Get the current position of the mouse
// This function returns the current position of the mouse
// cursor relative to the given window.
func MouseGetPosition(win Window) (int, int) {
v := C.sfMouse_getPosition(win.Cref)
return int(v.x), int(v.y)
}
// Set the current position of the mouse.
// This function sets the current position of the mouse
// cursor relative to the desktop.
func SetMousePositionAbsolute(x, y int) {
// void sfMouse_setPosition(sfVector2i position, const sfWindow* relativeTo);
v := C.sfVector2i{C.int(x), C.int(y)}
C.sfMouse_setPosition(v, nil)
}
// Set the current position of the mouse
// This function sets the current position of the mouse
// cursor relative to the given window.
func SetMousePosition(x, y int, win Window) {
// void sfMouse_setPosition(sfVector2i position, const sfWindow* relativeTo);
v := C.sfVector2i{C.int(x), C.int(y)}
C.sfMouse_setPosition(v, win.Cref)
}