Minor tweaks
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a103086443
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28b9de661d
18
src/core.c
18
src/core.c
@ -3191,7 +3191,7 @@ static void PollInputEvents(void)
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}
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else currentGamepadState[i][j] = 0;
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//printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
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//TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
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}
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// Register axis data for every connected gamepad
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@ -3792,14 +3792,14 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
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y = touchEvent->touches[i].canvasY;
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}
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printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches,
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TraceLog(LOG_DEBUG, "%s, numTouches: %d %s%s%s%s", emscripten_event_type_to_string(eventType), event->numTouches,
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event->ctrlKey? " CTRL" : "", event->shiftKey? " SHIFT" : "", event->altKey? " ALT" : "", event->metaKey? " META" : "");
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for (int i = 0; i < event->numTouches; ++i)
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{
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const EmscriptenTouchPoint *t = &event->touches[i];
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printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n",
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TraceLog(LOG_DEBUG, " %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)",
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t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
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}
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*/
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@ -3858,12 +3858,12 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
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static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
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{
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/*
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printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n",
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TraceLog(LOG_DEBUG, "%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
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eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
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gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
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for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]);
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for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
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for(int i = 0; i < gamepadEvent->numAxes; ++i) TraceLog(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
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for(int i = 0; i < gamepadEvent->numButtons; ++i) TraceLog(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
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*/
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
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@ -3939,17 +3939,13 @@ static void ProcessKeyboard(void)
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for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
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// Check keys from event input workers (This is the new keyboard reading method)
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for (int i = 0; i < 512; i++)currentKeyState[i] = currentKeyStateEvdev[i];
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for (int i = 0; i < 512; i++) currentKeyState[i] = currentKeyStateEvdev[i];
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// Fill all read bytes (looking for keys)
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for (int i = 0; i < bufferByteCount; i++)
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{
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TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
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//printf("Key(s) bytes: ");
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//for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]);
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//printf("\n");
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// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
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// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
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if (keysBuffer[i] == 0x1b)
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