Some work on multiple inputs...
- Corrected bug and tested new gamepad system - Reviewed Android key inputs system, unified with desktop - Reorganize mouse functions on core
This commit is contained in:
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199
src/core.c
199
src/core.c
@ -131,7 +131,7 @@
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#endif
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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#define RL_LOAD_DEFAULT_FONT // Load default font on window initialization (module: text)
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@ -158,9 +158,6 @@ static const char *internalDataPath; // Android internal data path to
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static bool windowReady = false; // Used to detect display initialization
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static bool appEnabled = true; // Used to detec if app is active
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static bool contextRebindRequired = false; // Used to know context rebind required
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static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once
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static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once
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#endif
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#if defined(PLATFORM_RPI)
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@ -203,10 +200,6 @@ static Matrix downscaleView; // Matrix to downscale view (in case
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static const char *windowTitle; // Window text title...
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static bool cursorOnScreen = false; // Tracks if cursor is inside client area
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// Register keyboard states
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static char previousKeyState[512] = { 0 }; // Registers previous frame key state
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static char currentKeyState[512] = { 0 }; // Registers current frame key state
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// Register mouse states
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static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
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static char currentMouseState[3] = { 0 }; // Registers current mouse button state
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@ -221,11 +214,16 @@ static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 };
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// Keyboard configuration
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static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
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static int lastKeyPressed = -1; // Register last key pressed
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static bool cursorHidden; // Track if cursor is hidden
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#endif
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// Register keyboard states
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static char previousKeyState[512] = { 0 }; // Registers previous frame key state
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static char currentKeyState[512] = { 0 }; // Registers current frame key state
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static int lastKeyPressed = -1; // Register last key pressed
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static Vector2 mousePosition; // Mouse position on screen
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static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
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@ -526,6 +524,63 @@ int GetScreenHeight(void)
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return screenHeight;
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}
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// Show mouse cursor
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void ShowCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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#ifdef __linux
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XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
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#else
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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#endif
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#endif
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cursorHidden = false;
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}
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// Hide mouse cursor
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void HideCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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#ifdef __linux
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XColor Col;
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const char Nil[] = {0};
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Pixmap Pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), Nil, 1, 1);
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Cursor Cur = XCreatePixmapCursor(glfwGetX11Display(), Pix, Pix, &Col, &Col, 0, 0);
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XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), Cur);
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XFreeCursor(glfwGetX11Display(), Cur);
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#else
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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#endif
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#endif
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cursorHidden = true;
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}
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// Check if mouse cursor is hidden
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bool IsCursorHidden()
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{
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return cursorHidden;
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}
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// Enable mouse cursor
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void EnableCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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#endif
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cursorHidden = false;
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}
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// Disable mouse cursor
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void DisableCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
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cursorHidden = true;
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}
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// Sets Background Color
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void ClearBackground(Color color)
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{
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@ -1050,8 +1105,13 @@ bool IsKeyPressed(int key)
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{
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bool pressed = false;
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#if defined(PLATFORM_ANDROID)
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if ((currentButtonState[key] != previousButtonState[key]) && (currentButtonState[key] == 0)) pressed = true;
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else pressed = false;
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#else
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
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else pressed = false;
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#endif
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return pressed;
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}
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@ -1067,9 +1127,14 @@ bool IsKeyDown(int key)
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bool IsKeyReleased(int key)
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{
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bool released = false;
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#if defined(PLATFORM_ANDROID)
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if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
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else released = false;
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#else
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
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else released = false;
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#endif
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return released;
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}
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@ -1091,64 +1156,9 @@ int GetKeyPressed(void)
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// NOTE: default exitKey is ESCAPE
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void SetExitKey(int key)
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{
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#if !defined(PLATFORM_ANDROID)
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exitKey = key;
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}
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// Hide mouse cursor
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void HideCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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#ifdef __linux
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XColor Col;
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const char Nil[] = {0};
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Pixmap Pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), Nil, 1, 1);
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Cursor Cur = XCreatePixmapCursor(glfwGetX11Display(), Pix, Pix, &Col, &Col, 0, 0);
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XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), Cur);
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XFreeCursor(glfwGetX11Display(), Cur);
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#else
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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#endif
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#endif
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cursorHidden = true;
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}
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// Show mouse cursor
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void ShowCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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#ifdef __linux
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XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
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#else
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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#endif
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#endif
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cursorHidden = false;
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}
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// Disable mouse cursor
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void DisableCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
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cursorHidden = true;
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}
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// Enable mouse cursor
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void EnableCursor()
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{
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#if defined(PLATFORM_DESKTOP)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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#endif
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cursorHidden = false;
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}
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// Check if mouse cursor is hidden
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bool IsCursorHidden()
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{
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return cursorHidden;
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}
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// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
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@ -1204,7 +1214,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
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{
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bool result = false;
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] == 1)) result = true;
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return result;
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@ -1387,37 +1397,6 @@ Vector2 GetTouchPosition(int index)
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return position;
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}
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#if defined(PLATFORM_ANDROID)
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// Detect if a button has been pressed once
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bool IsButtonPressed(int button)
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{
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bool pressed = false;
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if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 0)) pressed = true;
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else pressed = false;
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return pressed;
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}
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// Detect if a button is being pressed (button held down)
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bool IsButtonDown(int button)
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{
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if (currentButtonState[button] == 0) return true;
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else return false;
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}
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// Detect if a button has been released once
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bool IsButtonReleased(int button)
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{
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bool released = false;
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if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
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else released = false;
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return released;
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}
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#endif
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@ -1900,8 +1879,9 @@ static bool GetKeyStatus(int key)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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return glfwGetKey(window, key);
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#elif defined(PLATFORM_ANDROID)
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// TODO: Check for virtual keyboard
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return false;
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// NOTE: Android supports up to 260 keys
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if (key < 0 || key > 260) return false;
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else return currentKeyState[key];
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#elif defined(PLATFORM_RPI)
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// NOTE: Keys states are filled in PollInputEvents()
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if (key < 0 || key > 511) return false;
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@ -1929,6 +1909,9 @@ static void PollInputEvents(void)
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// NOTE: Gestures update must be called every frame to reset gestures correctly
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// because ProcessGestureEvent() is just called on an event, not every frame
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UpdateGestures();
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// Reset last key pressed registered
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lastKeyPressed = -1;
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// Mouse input polling
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@ -1939,9 +1922,8 @@ static void PollInputEvents(void)
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mousePosition.x = (float)mouseX;
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mousePosition.y = (float)mouseY;
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// Keyboard input polling (automatically managed by GLFW3 through callback)
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lastKeyPressed = -1;
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// Register previous keys states
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for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
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@ -1971,7 +1953,7 @@ static void PollInputEvents(void)
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for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
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{
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if (buttons[i] == GLFW_PRESS) currentGamepadState[i][k] = 1;
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if (buttons[k] == GLFW_PRESS) currentGamepadState[i][k] = 1;
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else currentGamepadState[i][k] = 0;
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}
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@ -1994,7 +1976,8 @@ static void PollInputEvents(void)
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#if defined(PLATFORM_ANDROID)
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// Register previous keys states
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for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i];
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// NOTE: Android supports up to 260 keys
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for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
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// Poll Events (registered events)
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// NOTE: Activity is paused if not enabled (appEnabled)
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@ -2371,7 +2354,13 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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//int32_t AKeyEvent_getMetaState(event);
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// Save current button and its state
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currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1
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// NOTE: Android key action is 0 for down and 1 for up
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if (AKeyEvent_getAction(event) == 0)
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{
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currentKeyState[keycode] = 1; // Key down
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lastKeyPressed = keycode;
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}
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else currentKeyState[keycode] = 0; // Key up
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if (keycode == AKEYCODE_POWER)
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{
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36
src/raylib.h
36
src/raylib.h
@ -174,6 +174,14 @@
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#define KEY_Y 89
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#define KEY_Z 90
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#if defined(PLATFORM_ANDROID)
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// Android Physical Buttons
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#define KEY_BACK 4
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#define KEY_MENU 82
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#define KEY_VOLUME_UP 24
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#define KEY_VOLUME_DOWN 25
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#endif
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// Mouse Buttons
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#define MOUSE_LEFT_BUTTON 0
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#define MOUSE_RIGHT_BUTTON 1
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@ -213,6 +221,13 @@
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#define GAMEPAD_XBOX_BUTTON_RB 5
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#define GAMEPAD_XBOX_BUTTON_SELECT 6
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#define GAMEPAD_XBOX_BUTTON_START 7
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#define GAMEPAD_XBOX_BUTTON_UP 10
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11
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#define GAMEPAD_XBOX_BUTTON_DOWN 12
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
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#if defined(PLATFORM_RPI)
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#define GAMEPAD_XBOX_AXIS_DPAD_X 7
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@ -222,24 +237,11 @@
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#define GAMEPAD_XBOX_AXIS_LT 2
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#define GAMEPAD_XBOX_AXIS_RT 5
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#else
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#define GAMEPAD_XBOX_BUTTON_UP 10
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#define GAMEPAD_XBOX_BUTTON_DOWN 12
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#define GAMEPAD_XBOX_BUTTON_LEFT 13
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#define GAMEPAD_XBOX_BUTTON_RIGHT 11
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#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
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#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
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#define GAMEPAD_XBOX_AXIS_LT_RT 2
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#endif
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#define GAMEPAD_XBOX_AXIS_LEFT_X 0
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#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
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// Android Physic Buttons
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#define ANDROID_BACK 4
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#define ANDROID_MENU 82
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#define ANDROID_VOLUME_UP 24
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#define ANDROID_VOLUME_DOWN 25
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// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
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// Plain structures in C++ (without constructors) can be initialized from { } initializers.
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#ifdef __cplusplus
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@ -648,7 +650,6 @@ RLAPI int StorageLoadValue(int position); // Storage loa
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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//------------------------------------------------------------------------------------
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
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RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
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RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
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@ -656,6 +657,7 @@ RLAPI bool IsKeyUp(int key); // Detect if a key
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RLAPI int GetKeyPressed(void); // Get latest key pressed
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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@ -679,12 +681,6 @@ RLAPI int GetTouchX(void); // Returns touch p
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RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
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RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
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#if defined(PLATFORM_ANDROID)
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bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
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bool IsButtonDown(int button); // Detect if an android physic button is being pressed
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bool IsButtonReleased(int button); // Detect if an android physic button has been released
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#endif
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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