{-# OPTIONS_HADDOCK hide #-} -- This source file is part of HGamer3D -- (A project to enable 3D game development in Haskell) -- For the latest info, see http://www.hgamer3d.org -- -- (c) 2011-2013 Peter Althainz -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- InputSystem/Internal/Base.hs -- | Mouse, Keyboard and Joystick functionality for HGamer3D, internal implementation. This modules also exposes internal data structures. Public API is HGamer3D.InputSystem. module HGamer3D.InputSystem.InputSystemBase ( -- * Types module HGamer3D.Bindings.SFML.EnumJoystickAxis, module HGamer3D.Bindings.SFML.EnumKey, module HGamer3D.Bindings.SFML.EnumMouseButton, Joystick (..), JoystickButton (..), -- * Joystick Functions updateJoystickStatus, getConnectedJoysticks, isJoystickConnected, getJoystickAxes, getJoystickButtons, isJoystickButtonPressed, getJoystickAxisPosition, -- * Keyboard Functions isKeyPressed, -- * Mouse Functions isMouseButtonPressed, getMousePosition, ) where import GHC.Ptr import HGamer3D.Data.HG3DClass import HGamer3D.Data.Vector import HGamer3D.Bindings.SFML.ClassPtr import HGamer3D.Bindings.SFML.Utils import qualified HGamer3D.Bindings.SFML.ClassJoystick as JST import qualified HGamer3D.Bindings.SFML.ClassKeyboard as Keyboard import qualified HGamer3D.Bindings.SFML.ClassMouse as Mouse import qualified HGamer3D.Bindings.SFML.ClassMouseHG3D as Mouse2 import HGamer3D.Bindings.SFML.EnumJoystickAxis import HGamer3D.Bindings.SFML.EnumKey import HGamer3D.Bindings.SFML.EnumMouseButton import Control.Monad -- | The Joystick data Joystick = Joystick Int deriving (Eq) data JoystickButton = JoystickButton Int deriving (Eq) instance Show Joystick where show (Joystick j) = show $ "Joystick-" ++ (show j) instance Show JoystickButton where show (JoystickButton jb) = show $ "JoystickButton-" ++ (show jb) instance Show EnumJoystickAxis where show axis = "JoystickAxis-" ++ (case axis of JoystickAxisX -> "X" JoystickAxisY -> "Y" JoystickAxisZ -> "Z" JoystickAxisR -> "R" JoystickAxisU -> "U" JoystickAxisV -> "V" JoystickAxisPovX -> "PovX" JoystickAxisPovY -> "PoxY" ) -- Joystick funtions -- -- | This functions gathers the Joystick inputs. It should called frequently, for example during the gameloop, to get new values and new Joystick availability. At least it should be called before querying the Joystick values. updateJoystickStatus :: IO () updateJoystickStatus = JST.update -- | Get a list of connected Joysticks. getConnectedJoysticks :: IO [Joystick] -- ^ returns list of connected Joysticks getConnectedJoysticks = do let ns = [ x | x <- [0..15]] jns <- filterM (\jn -> do c <- JST.isConnected jn return (c) ) ns let js = map Joystick jns return js -- | Queries, if a specific Joystick is connected. isJoystickConnected :: Joystick -- ^ the Joystick to be queried -> IO Bool -- ^ True: Joystick is connected isJoystickConnected (Joystick jn) = do rv <- JST.isConnected jn return rv -- | Queries the available axes of one specific Joystick getJoystickAxes:: Joystick -- ^ the Joystick to be queried -> IO [EnumJoystickAxis] -- ^ returns a list of available axes getJoystickAxes (Joystick j) = do axes <- filterM ( \a -> do JST.hasAxis j a) [ JoystickAxisX, JoystickAxisY, JoystickAxisZ, JoystickAxisR, JoystickAxisU, JoystickAxisV, JoystickAxisPovX, JoystickAxisPovY ] return axes -- | Queries the available buttons of one specific Joystick getJoystickButtons :: Joystick -- ^ the Joystick to be queried -> IO [JoystickButton] -- ^ returns a list of available buttons getJoystickButtons (Joystick j) = do jn <- JST.getButtonCount j let btns = map JoystickButton [0..(jn-1)] return btns -- | Check if a specific Joystick Button is currently pressed isJoystickButtonPressed :: Joystick -- ^ the Joystick -> JoystickButton -- ^ the Button -> IO Bool -- ^ returns True if pressed isJoystickButtonPressed (Joystick j) (JoystickButton b) = JST.isButtonPressed j b -- | Queries the current position of a Joystick Axis getJoystickAxisPosition :: Joystick -- ^ the Joystick -> EnumJoystickAxis -- ^ the Axis -> IO Float -- ^ returns the postion, ranging from -x.0 to x.0, x depending on Joystick getJoystickAxisPosition (Joystick j) ax = JST.getAxisPosition j ax -- Keyboard functions -- -- | Check if a specific keyboard key is currently pressed isKeyPressed :: EnumKey -- ^ the key -> IO Bool -- ^ True, if pressed isKeyPressed key = Keyboard.isKeyPressed key -- Mouse functions -- -- | Check if a specific mouse button is pressed isMouseButtonPressed :: EnumMouseButton -- ^ mouse button -> IO Bool -- ^ True, if pressed isMouseButtonPressed mb = Mouse.isButtonPressed mb -- | Queries current mouse position getMousePosition :: IO (Int, Int) -- ^ absolute mouse position on screen in pixel getMousePosition = Mouse2.getPosition