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@node Input
@section Input

Sly can handle user input from a keyboard, mouse, or joystick.  The
input modules expose signals that represent various input
events (@pxref{Signals}).

@menu
* Keyboard::                    Clack clack.
* Mouse::                       Exercise the rodent.
* Joystick::                    Arcade-style fun.
@end menu

@node Keyboard
@subsection Keyboard

@example
(use-modules (sly input keyboard))
@end example

Keyboard hooks, signals, and procedures.

@defvr {Scheme Variable} key-press-hook
This hook is run whenever a key is pressed down.  Procedures added to
this hook should accept two arguments: @code{key}, a symbol, and
@code{char}, a unicode character.
@end defvr

@defvr {Scheme Variable} key-release-hook
This hook is run whenever a key is released.  Procedures added to this
hook should accept two arguments: @code{key}, a symbol, and
@code{char}, a unicode character.
@end defvr

@defvr {Scheme Signal} key-last-down
The last key pressed.
@end defvr

@defvr {Scheme Signal} key-last-up
The last key released.
@end defvr

@deffn {Scheme Procedure} key-down? @var{key}
Create a signal for the state of @code{key}.  The signal value is
@code{#t} when @code{key} is pressed and @code{#f} otherwise.
@end deffn

A lot of games use directional keys to control the player.  The below
procedure and signals make this style of movement easy to use.

@deffn {Scheme Procedure} key-directions @var{up} @var{down} @var{left} @var{right}
Create a signal whose value is a 2D unit vector that can be used for
8-directional movement.  The vector is determined by the state of the
directional keys: @code{up}, @code{down}, @code{left}, @code{right}.
@end deffn

@defvr {Scheme Signal} key-arrows
A 2D directional vector based on the state of the arrow keys.
@end defvr

@defvr {Scheme Signal} key-wasd
A 2D directional vector based on the state of the WASD keys.
@end defvr

@node Mouse
@subsection Mouse

@example
(use-modules (sly input mouse))
@end example

Mouse hooks, signals, and procedures.

@defvr {Scheme Variable} mouse-move-hook
This hook is run whenever the mouse is moved.  Procedures added to
this hook should accept two arguments: Numbers @code{x} and @code{y}.
@end defvr

@defvr {Scheme Variable} mouse-press-hook
This hook is run whenever a mouse button is pressed.  Procedures added
to this hook should accept three arguments: Symbol @code{button} and
numbers @code{x} and @code{y}.
@end defvr

@defvr {Scheme Variable} mouse-click-hook
This hook is run whenever a mouse button is clicked.  Procedures added
to this hook should accept three arguments: Symbol @code{button} and
numbers @code{x} and @code{y}.
@end defvr

@defvr {Scheme Signal} mouse-x
The mouse X coordinate.
@end defvr

@defvr {Scheme Signal} mouse-y
The mouse Y coordinate.
@end defvr

@defvr {Scheme Signal} mouse-position
The mouse position as a 2D vector.
@end defvr

@defvr {Scheme Signal} mouse-last-down
The last mouse button pressed.
@end defvr

@defvr {Scheme Signal} mouse-last-up
The last mouse button clicked.
@end defvr

@deffn {Scheme Procedure} mouse-down? @var{button}
Create a signal for the state of @code{button}.  Value is #t when mouse button
is pressed or #f otherwise.
@end deffn

@node Joystick
@subsection Joystick

@example
(use-modules (sly input joystick))
@end example

Joystick hooks, signals, and procedures.

Before using joystick procedures, you must first call the
initialization procedure @code{enable-joystick}.

@deffn {Scheme Procedure} enable-joystick
Initialize joystick module.
@end deffn

@deffn {Scheme Procedure} joystick-num-axes @var{idx}
Get number of axes of joystick at @code{idx}.
@end deffn

@deffn {Scheme Procedure} joystick-num-buttons @var{idx}
Get number of buttons of joystick at @code{idx}.
@end deffn

@defvr {Scheme Variable} joystick-axis-hook
This hook is run whenever a joystick motion occurs.  Procedures added
to this hook should accept three arguments: @code{which}, the joystick
ID; @code{axis}, the axis ID; and @code{value}, the motion coordinate.
@end defvr

@defvr {Scheme Variable} joystick-button-press-hook
This hook is run whenever a joystick button is pressed.  Procedures
added to this hook should accept two arguments: @code{which}, the
joystick ID; @code{button}, the button ID.
@end defvr

@defvr {Scheme Variable} joystick-button-release-hook
This hook is run whenever a joystick button is released.  Procedures
added to this hook should accept two arguments: @code{which}, the
joystick ID; @code{button}, the button ID.
@end defvr

@defvr {Scheme Variable} raw-axis-min
-32768
@end defvr

@defvr {Scheme Variable} raw-axis-max
32767
@end defvr

@deffn {Scheme Procedure} axis-value-raw @var{idx} @var{axis}
Create a signal on the axis at @code{axis} of the joystick at
@var{idx}; joystick axis values are stored in a signed 16 bit integer
and so, values range from [@code{raw-axis-min}, @code{raw-axis-max}].
@end deffn

@deffn {Scheme Procedure} axis-value @var{idx} @var{axis}
Create a signal for the value of @var{axis} on joystick @var{idx};
values are scaled to the range [-1,1].
@end deffn

@deffn {Scheme Procedure} button-down? @var{idx} @var{n}
Create a signal for the state of button @code{n} on joystick at
@code{idx}.
@end deffn

@deffn {Scheme Procedure} make-directional-signal @var{idx} @var{x-axis} @var{y-axis}
Create a signal for a directional pad or analog stick with @code{x}
and @code{y} axes.  Values are scaled to the range [-1,1].
@end deffn

@deffn {Scheme Procedure} make-directional-signal-raw idx x-axis y-axis
Create a signal for a directional pad or analog stick with @code{x}
and @code{y} axes.  Values range from [@code{raw-axis-min},
@code{raw-axis-max}].
@end deffn

@deffn {Scheme Procedure} axis-scale @var{raw-value}
Map @code{raw-value} in the range [@code{raw-axis-min},
@code{raw-axis-max}] to a value in the range [-1, 1].
@end deffn

@deffn {Scheme Procedure} joystick-name @var{joystick}
Return the name of @code{joystick}.
@end deffn

@deffn {Scheme Procedure} num-joysticks
Return the number of joysticks available.
@end deffn