Merge pull request #70 from victorfisac/develop

Fixed Android bug and added physic buttons inputs
This commit is contained in:
Ray 2016-01-06 17:16:03 +01:00
commit 1ce010c7d4
6 changed files with 94 additions and 19 deletions

View File

@ -122,6 +122,8 @@ static int ident, events;
static bool windowReady = false; // Used to detect display initialization
static bool appEnabled = true; // Used to detec if app is active
static bool contextRebindRequired = false; // Used to know context rebind required
static int previousButtonState[512] = { 1 }; // Required to check if button pressed/released once
static int currentButtonState[512] = { 1 }; // Required to check if button pressed/released once
#elif defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
@ -365,6 +367,13 @@ void InitWindow(int width, int height, struct android_app *state)
TraceLog(INFO, "Android app initialized successfully");
// Init button states values (default up)
for(int i = 0; i < 512; i++)
{
currentButtonState[i] = 1;
previousButtonState[i] = 1;
}
// Wait for window to be initialized (display and context)
while (!windowReady)
{
@ -1101,6 +1110,35 @@ Vector2 GetTouchPosition(void)
return position;
}
// Detect if a button has been pressed once
bool IsButtonPressed(int button)
{
bool pressed = false;
if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 0)) pressed = true;
else pressed = false;
return pressed;
}
// Detect if a button is being pressed (button held down)
bool IsButtonDown(int button)
{
if (currentButtonState[button] == 0) return true;
else return false;
}
// Detect if a button has been released once
bool IsButtonReleased(int button)
{
bool released = false;
if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
else released = false;
return released;
}
#endif
//----------------------------------------------------------------------------------
@ -1648,12 +1686,22 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
// Save current button and its state
currentButtonState[keycode] = AKeyEvent_getAction (event); // Down = 0, Up = 1
//if (keycode == AKEYCODE_HOME) { }
//if (keycode == AKEYCODE_POWER) { }
if (keycode == AKEYCODE_BACK)
if (keycode == AKEYCODE_POWER)
{
// Eat BACK_BUTTON, just do nothing... and don't let to be handled by OS!
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
return 0;
}
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
{
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
return 1;
}
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
@ -1778,6 +1826,7 @@ static void PollInputEvents(void)
// TODO: Remove this requirement...
UpdateGestures();
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@ -1806,6 +1855,9 @@ static void PollInputEvents(void)
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
// Register previous keys states
for (int i = 0; i < 512; i++) previousButtonState[i] = currentButtonState[i];
// Poll Events (registered events)
// NOTE: Activity is paused if not enabled (appEnabled)
while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)

View File

@ -61,7 +61,7 @@ static Vector2 Vector2Normalize(Vector2 vector);
//----------------------------------------------------------------------------------
// Module Functions Definitions
//----------------------------------------------------------------------------------
void InitPhysics()
void InitPhysics(void)
{
for (int i = 0; i < MAX_ELEMENTS; i++)
{

View File

@ -76,7 +76,7 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
// Module Functions Declarations
//----------------------------------------------------------------------------------
void InitPhysics(); // Initialize all internal physics values
void InitPhysics(void); // Initialize all internal physics values
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot

View File

@ -186,6 +186,12 @@
// TODO: Review Xbox360 USB Controller Buttons
// Android Physic Buttons
#define ANDROID_BACK 4
#define ANDROID_MENU 82
#define ANDROID_VOLUME_UP 24
#define ANDROID_VOLUME_DOWN 25
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
@ -581,6 +587,9 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b
int GetTouchX(void); // Returns touch position X (relative to screen size)
int GetTouchY(void); // Returns touch position Y (relative to screen size)
Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
bool IsButtonDown(int button); // Detect if an android physic button is being pressed
bool IsButtonReleased(int button); // Detect if an android physic button has been released
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
@ -796,7 +805,7 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n
//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physics)
//----------------------------------------------------------------------------------
void InitPhysics(); // Initialize all internal physics values
void InitPhysics(void); // Initialize all internal physics values
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot

View File

@ -23,7 +23,7 @@
android:theme="@android:style/Theme.Holo.NoActionBar.Fullscreen" >
<!-- Our activity is the built-in NativeActivity framework class. -->
<activity android:name="android.app.NativeActivity"
android:configChanges="orientation|keyboardHidden"
android:configChanges="orientation|keyboardHidden|screenSize"
android:screenOrientation="landscape"
android:clearTaskOnLaunch="true" >
<!-- android:theme="@android:style/Theme.NoTitleBar.Fullscreen" -->

View File

@ -186,6 +186,12 @@
// TODO: Review Xbox360 USB Controller Buttons
// Android Physic Buttons
#define ANDROID_BACK 4
#define ANDROID_MENU 82
#define ANDROID_VOLUME_UP 24
#define ANDROID_VOLUME_DOWN 25
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
@ -540,6 +546,9 @@ bool IsFileDropped(void); // Check if a file h
char **GetDroppedFiles(int *count); // Retrieve dropped files into window
void ClearDroppedFiles(void); // Clear dropped files paths buffer
void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
int StorageLoadValue(int position); // Storage load integer value (from defined position)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
@ -578,6 +587,9 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b
int GetTouchX(void); // Returns touch position X (relative to screen size)
int GetTouchY(void); // Returns touch position Y (relative to screen size)
Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
bool IsButtonDown(int button); // Detect if an android physic button is being pressed
bool IsButtonReleased(int button); // Detect if an android physic button has been released
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
@ -793,21 +805,23 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n
//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physics)
//----------------------------------------------------------------------------------
void InitPhysics(); // Initialize all internal physics values
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
void InitPhysics(void); // Initialize all internal physics values
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)