WARNING: GetKeyPressed() <-> GetCharPressed() #1336

Previous GetKeyPressed() method was actually returning unicode codepoints equivalent values instead of the key-code of the pressed key. So, it has been replaced by GetCharPressed(), returning unicode codepoints and GetKeyPressed() now returns key-codes.
This commit is contained in:
Ray 2020-12-18 18:58:02 +01:00
parent 893a64712e
commit 96542269d0
3 changed files with 141 additions and 90 deletions

View File

@ -2,7 +2,7 @@
*
* raylib [text] example - Input Box
*
* This example has been created using raylib 1.7 (www.raylib.com)
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
@ -46,8 +46,8 @@ int main(void)
// Set the window's cursor to the I-Beam
SetMouseCursor(MOUSE_CURSOR_IBEAM);
// Get pressed key (character) on the queue
int key = GetKeyPressed();
// Get char pressed (unicode character) on the queue
int key = GetCharPressed();
// Check if more characters have been pressed on the same frame
while (key > 0)
@ -59,7 +59,7 @@ int main(void)
letterCount++;
}
key = GetKeyPressed(); // Check next character in the queue
key = GetCharPressed(); // Check next character in the queue
}
if (IsKeyPressed(KEY_BACKSPACE))

View File

@ -299,7 +299,10 @@
#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
#endif
#ifndef MAX_KEY_PRESSED_QUEUE
#define MAX_KEY_PRESSED_QUEUE 16 // Max number of characters in the key input queue
#define MAX_KEY_PRESSED_QUEUE 16 // Max number of keys in the key input queue
#endif
#ifndef MAX_CHAR_PRESSED_QUEUE
#define MAX_CHAR_PRESSED_QUEUE 16 // Max number of characters in the char input queue
#endif
#if defined(SUPPORT_DATA_STORAGE)
@ -408,8 +411,12 @@ typedef struct CoreData {
char currentKeyState[512]; // Registers current frame key state
char previousKeyState[512]; // Registers previous frame key state
int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input characters queue
int keyPressedQueueCount; // Input characters queue count
int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
int keyPressedQueueCount; // Input keys queue count
int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue
int charPressedQueueCount; // Input characters queue count
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
int defaultMode; // Default keyboard mode
struct termios defaultSettings; // Default keyboard settings
@ -510,17 +517,19 @@ static void PollInputEvents(void); // Register user events
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
// Window callbacks events
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
// Input callbacks events
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
#endif
#if defined(PLATFORM_ANDROID)
@ -1457,17 +1466,17 @@ int GetMonitorCount(void)
Vector2 GetMonitorPosition(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
int monitorCount;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
if ((monitor >= 0) && (monitor < monitorCount))
{
int x, y;
glfwGetMonitorPos(monitors[monitor], &x, &y);
const GLFWvidmode* mode = glfwGetVideoMode(monitors[monitor]);
return (Vector2){ (float)x, (float)y };
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
const GLFWvidmode* mode = glfwGetVideoMode(monitors[monitor]);
return (Vector2){ (float)x, (float)y };
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return (Vector2){ 0, 0 };
}
@ -2726,7 +2735,8 @@ int GetKeyPressed(void)
value = CORE.Input.Keyboard.keyPressedQueue[0];
// Shift elements 1 step toward the head.
for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
// Reset last character in the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0;
@ -2736,6 +2746,28 @@ int GetKeyPressed(void)
return value;
}
// Get the last char pressed
int GetCharPressed(void)
{
int value = 0;
if (CORE.Input.Keyboard.charPressedQueueCount > 0)
{
// Get character from the queue head
value = CORE.Input.Keyboard.charPressedQueue[0];
// Shift elements 1 step toward the head.
for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
// Reset last character in the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = 0;
CORE.Input.Keyboard.charPressedQueueCount--;
}
return value;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
@ -3302,19 +3334,21 @@ static bool InitGraphicsDevice(int width, int height)
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
// Set window callback events
glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes
glfwSetCharCallback(CORE.Window.handle, CharCallback);
glfwSetScrollCallback(CORE.Window.handle, ScrollCallback);
glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
#if !defined(PLATFORM_WEB)
glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
#endif
glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
// Set input callback events
glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
glfwSetCharCallback(CORE.Window.handle, CharCallback);
glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes
glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
glfwMakeContextCurrent(CORE.Window.handle);
@ -4189,8 +4223,9 @@ static void PollInputEvents(void)
UpdateGestures();
#endif
// Reset key pressed registered
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM))
// Reset last gamepad button/axis registered state
@ -4465,15 +4500,50 @@ static void ErrorCallback(int error, const char *description)
TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
}
// GLFW3 Srolling Callback, runs on mouse wheel
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
CORE.Input.Mouse.currentWheelMove = (float)yoffset;
SetupViewport(width, height); // Reset viewport and projection matrix for new size
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
// NOTE: Postprocessing texture is not scaled to new size
CORE.Window.resizedLastFrame = true;
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
}
// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
{
if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
}
// GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowFocusCallback(GLFWwindow *window, int focused)
{
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
//TRACELOG(LOG_DEBUG, "Key Callback: KEY:%i(%c) - SCANCODE:%i (STATE:%i)", key, key, scancode, action);
if (key == CORE.Input.Keyboard.exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
@ -4536,6 +4606,33 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else CORE.Input.Keyboard.currentKeyState[key] = 1;
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_RELEASE))
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
}
}
// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
//TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key);
// NOTE: Registers any key down considering OS keyboard layout but
// do not detects action events, those should be managed by user...
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
CORE.Input.Keyboard.charPressedQueueCount++;
}
}
@ -4605,21 +4702,10 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
#endif
}
// GLFW3 Char Key Callback, runs on key down (get unicode char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
// GLFW3 Srolling Callback, runs on mouse wheel
static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
// NOTE: Registers any key down considering OS keyboard layout but
// do not detects action events, those should be managed by user...
// Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
// Check if there is space available in the queue
if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
{
// Add character to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
CORE.Input.Mouse.currentWheelMove = (float)yoffset;
}
// GLFW3 CursorEnter Callback, when cursor enters the window
@ -4629,44 +4715,6 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
else CORE.Input.Mouse.cursorOnScreen = false;
}
// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
SetupViewport(width, height); // Reset viewport and projection matrix for new size
// Set current screen size
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
// NOTE: Postprocessing texture is not scaled to new size
CORE.Window.resizedLastFrame = true;
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
}
// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
{
if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
}
// GLFW3 WindowFocus Callback, runs when window get/lose focus
static void WindowFocusCallback(GLFWwindow *window, int focused)
{
if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
}
// GLFW3 Window Drop Callback, runs when drop files into window
// NOTE: Paths are stored in dynamic memory for further retrieval
// Everytime new files are dropped, old ones are discarded

View File

@ -492,7 +492,9 @@ typedef enum {
LOG_NONE // Disable logging
} TraceLogType;
// Keyboard keys
// Keyboard keys (US keyboard layout)
// NOTE: Use GetKeyPressed() to allow redefining
// required keys for alternative layouts
typedef enum {
// Alphanumeric keys
KEY_APOSTROPHE = 39,
@ -1015,7 +1017,8 @@ RLAPI bool IsKeyDown(int key); // Detect if a key
RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI int GetKeyPressed(void); // Get key pressed, call it multiple times for chars queued
RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued
RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued
// Input-related functions: gamepads
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available