Merge pull request #70 from victorfisac/develop
Fixed Android bug and added physic buttons inputs
This commit is contained in:
commit
1ce010c7d4
60
src/core.c
60
src/core.c
@ -122,6 +122,8 @@ static int ident, events;
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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[512] = { 1 }; // Required to check if button pressed/released once
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static int currentButtonState[512] = { 1 }; // Required to check if button pressed/released once
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#elif defined(PLATFORM_RPI)
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static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
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@ -365,6 +367,13 @@ void InitWindow(int width, int height, struct android_app *state)
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TraceLog(INFO, "Android app initialized successfully");
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// Init button states values (default up)
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for(int i = 0; i < 512; i++)
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{
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currentButtonState[i] = 1;
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previousButtonState[i] = 1;
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}
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// Wait for window to be initialized (display and context)
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while (!windowReady)
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{
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@ -1101,6 +1110,35 @@ Vector2 GetTouchPosition(void)
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return position;
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}
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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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@ -1648,12 +1686,22 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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{
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int32_t keycode = AKeyEvent_getKeyCode(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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//if (keycode == AKEYCODE_HOME) { }
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//if (keycode == AKEYCODE_POWER) { }
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if (keycode == AKEYCODE_BACK)
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if (keycode == AKEYCODE_POWER)
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{
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// Eat BACK_BUTTON, just do nothing... and don't let to be handled by OS!
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// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
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// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
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// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
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// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
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// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
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return 0;
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}
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else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
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{
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// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
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return 1;
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}
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else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
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@ -1778,6 +1826,7 @@ static void PollInputEvents(void)
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// TODO: Remove this requirement...
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UpdateGestures();
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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@ -1806,6 +1855,9 @@ static void PollInputEvents(void)
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glfwPollEvents(); // Register keyboard/mouse events... and window events!
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#elif defined(PLATFORM_ANDROID)
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// Register previous keys states
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for (int i = 0; i < 512; i++) previousButtonState[i] = currentButtonState[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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while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
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@ -61,7 +61,7 @@ static Vector2 Vector2Normalize(Vector2 vector);
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//----------------------------------------------------------------------------------
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// Module Functions Definitions
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//----------------------------------------------------------------------------------
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void InitPhysics()
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void InitPhysics(void)
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{
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for (int i = 0; i < MAX_ELEMENTS; i++)
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{
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@ -76,7 +76,7 @@ extern "C" { // Prevents name mangling of functions
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//----------------------------------------------------------------------------------
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// Module Functions Declarations
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//----------------------------------------------------------------------------------
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void InitPhysics(); // Initialize all internal physics values
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void InitPhysics(void); // Initialize all internal physics values
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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11
src/raylib.h
11
src/raylib.h
@ -186,6 +186,12 @@
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// TODO: Review Xbox360 USB Controller Buttons
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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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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
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@ -581,6 +587,9 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b
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int GetTouchX(void); // Returns touch position X (relative to screen size)
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int GetTouchY(void); // Returns touch position Y (relative to screen size)
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Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
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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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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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@ -796,7 +805,7 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n
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//----------------------------------------------------------------------------------
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// Physics System Functions (engine-module: physics)
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//----------------------------------------------------------------------------------
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void InitPhysics(); // Initialize all internal physics values
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void InitPhysics(void); // Initialize all internal physics values
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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@ -23,7 +23,7 @@
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android:theme="@android:style/Theme.Holo.NoActionBar.Fullscreen" >
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<!-- Our activity is the built-in NativeActivity framework class. -->
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<activity android:name="android.app.NativeActivity"
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android:configChanges="orientation|keyboardHidden"
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android:configChanges="orientation|keyboardHidden|screenSize"
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android:screenOrientation="landscape"
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android:clearTaskOnLaunch="true" >
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<!-- android:theme="@android:style/Theme.NoTitleBar.Fullscreen" -->
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@ -186,6 +186,12 @@
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// TODO: Review Xbox360 USB Controller Buttons
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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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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
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@ -540,6 +546,9 @@ bool IsFileDropped(void); // Check if a file h
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char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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void ClearDroppedFiles(void); // Clear dropped files paths buffer
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void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
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int StorageLoadValue(int position); // Storage load integer value (from defined position)
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//------------------------------------------------------------------------------------
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// Input Handling Functions (Module: core)
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//------------------------------------------------------------------------------------
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@ -578,6 +587,9 @@ bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad b
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int GetTouchX(void); // Returns touch position X (relative to screen size)
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int GetTouchY(void); // Returns touch position Y (relative to screen size)
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Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
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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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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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@ -793,21 +805,23 @@ void SetMaterialNormalDepth(Material *material, float depth); // Set n
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//----------------------------------------------------------------------------------
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// Physics System Functions (engine-module: physics)
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//----------------------------------------------------------------------------------
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void InitPhysics(); // Initialize all internal physics values
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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void InitPhysics(void); // Initialize all internal physics values
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void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
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void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
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void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
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void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
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void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
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void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
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void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
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void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
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void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
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void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
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void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
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void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
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void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
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Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
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Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
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Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
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Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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