glfw: add Joystick.setUserPointer, Joystick.getUserPointer
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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1 changed files with 53 additions and 45 deletions
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@ -14,7 +14,7 @@ jid: c_int,
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/// Joystick IDs.
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///
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/// See glfw.setJoystickCallback for how these are used.
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/// See glfw.Joystick.setCallback for how these are used.
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pub const one = c.GLFW_JOYSTICK_1;
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pub const two = c.GLFW_JOYSTICK_2;
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pub const three = c.GLFW_JOYSTICK_3;
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@ -280,51 +280,37 @@ const GamepadState = extern struct {
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// /// @ingroup input
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// GLFWAPI const char* glfwGetJoystickGUID(int jid);
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// TODO(joystick)
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// /// Sets the user pointer of the specified joystick.
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// ///
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// /// This function sets the user-defined pointer of the specified joystick. The
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// /// current value is retained until the joystick is disconnected. The initial
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// /// value is null.
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// ///
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// /// This function may be called from the joystick callback, even for a joystick
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// /// that is being disconnected.
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// ///
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// /// @param[in] jid The joystick whose pointer to set.
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// /// @param[in] pointer The new value.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized.
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// ///
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// /// @thread_safety This function may be called from any thread. Access is not
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// /// synchronized.
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// ///
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// /// see also: joystick_userptr, glfwGetJoystickUserPointer
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI void glfwSetJoystickUserPointer(int jid, void* pointer);
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/// Sets the user pointer of the specified joystick.
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///
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/// This function sets the user-defined pointer of the specified joystick. The current value is
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/// retained until the joystick is disconnected. The initial value is null.
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///
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/// This function may be called from the joystick callback, even for a joystick that is being disconnected.
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///
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/// @thread_safety This function may be called from any thread. Access is not synchronized.
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///
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/// see also: joystick_userptr, glfw.Joystick.getUserPointer
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pub inline fn setUserPointer(self: Joystick, Type: anytype, pointer: Type) void {
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c.glfwSetJoystickUserPointer(self.jid, @ptrCast(*c_void, pointer));
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getError() catch {};
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}
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// TODO(joystick)
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// /// Returns the user pointer of the specified joystick.
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// ///
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// /// This function returns the current value of the user-defined pointer of the
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// /// specified joystick. The initial value is null.
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// ///
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// /// This function may be called from the joystick callback, even for a joystick
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// /// that is being disconnected.
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// ///
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// /// @param[in] jid The joystick whose pointer to return.
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// ///
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// /// Possible errors include glfw.Error.NotInitialized.
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// ///
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// /// @thread_safety This function may be called from any thread. Access is not
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// /// synchronized.
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// ///
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// /// see also: joystick_userptr, glfwSetJoystickUserPointer
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// ///
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// ///
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// /// @ingroup input
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// GLFWAPI void* glfwGetJoystickUserPointer(int jid);
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/// Returns the user pointer of the specified joystick.
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///
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/// This function returns the current value of the user-defined pointer of the specified joystick.
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/// The initial value is null.
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///
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/// This function may be called from the joystick callback, even for a joystick that is being
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/// disconnected.
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///
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/// @thread_safety This function may be called from any thread. Access is not synchronized.
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///
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/// see also: joystick_userptr, glfw.Joystick.setUserPointer
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pub inline fn getUserPointer(self: Joystick, Type: anytype) ?Type {
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const ptr = c.glfwGetJoystickUserPointer(self.jid);
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if (ptr) |p| return @ptrCast(Type, @alignCast(@alignOf(Type), p));
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return null;
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}
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// TODO(joystick)
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// /// Sets the joystick configuration callback.
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@ -471,6 +457,28 @@ pub inline fn getGamepadState(self: Joystick) Error!?GamepadState {
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return if (success == c.GLFW_TRUE) state else null;
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}
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test "setUserPointer_syntax" {
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const glfw = @import("main.zig");
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try glfw.init();
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defer glfw.terminate();
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const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
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// Must be called from joystick callback, we cannot test it.
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_ = joystick.setUserPointer;
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}
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test "getUserPointer_syntax" {
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const glfw = @import("main.zig");
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try glfw.init();
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defer glfw.terminate();
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const joystick = glfw.Joystick{ .jid = glfw.Joystick.one };
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// Must be called from joystick callback, we cannot test it.
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_ = joystick.getUserPointer;
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}
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test "updateGamepadMappings_syntax" {
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// We don't have a gamepad mapping to test with, just confirm the syntax is good.
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_ = updateGamepadMappings;
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