Some code restructuring for input functions, consistency review
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src/rcore.c
100
src/rcore.c
@ -389,15 +389,15 @@ typedef struct CoreData {
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bool resizedLastFrame; // Check if window has been resized last frame
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bool eventWaiting; // Wait for events before ending frame
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Point position; // Window position on screen (required on fullscreen toggle)
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Point position; // Window position (required on fullscreen toggle)
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Point previousPosition; // Window previous position (required on borderless windowed toggle)
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Size display; // Display width and height (monitor, device-screen, LCD, ...)
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Size screen; // Screen width and height (used render area)
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Size previousScreen; // Screen previous width and height (required on borderless windowed toggle)
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Size currentFbo; // Current render width and height (depends on active fbo)
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Size render; // Framebuffer width and height (render area, including black bars if required)
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Point renderOffset; // Offset from render area (must be divided by 2)
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Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
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Point previousPosition; // Previous screen position (required on borderless windowed toggle)
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Size previousScreen; // Previous screen size (required on borderless windowed toggle)
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char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW)
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unsigned int dropFileCount; // Count dropped files strings
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@ -3753,10 +3753,12 @@ void OpenURL(const char *url)
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// Check if a key has been pressed once
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bool IsKeyPressed(int key)
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{
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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
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bool pressed = false;
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if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
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{
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if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
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}
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return pressed;
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}
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@ -3764,26 +3766,38 @@ bool IsKeyPressed(int key)
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// Check if a key has been pressed again (only PLATFORM_DESKTOP)
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bool IsKeyPressedRepeat(int key)
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{
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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
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if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) return true;
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else return false;
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bool repeat = false;
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
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{
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if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) repeat = true;
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}
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return repeat;
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}
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// Check if a key is being pressed (key held down)
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bool IsKeyDown(int key)
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{
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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
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else return false;
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bool down = false;
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
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{
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) down = true;
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}
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return down;
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}
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// Check if a key has been released once
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bool IsKeyReleased(int key)
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{
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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
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bool released = false;
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if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
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{
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if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
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}
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return released;
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}
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@ -3791,9 +3805,14 @@ bool IsKeyReleased(int key)
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// Check if a key is NOT being pressed (key not held down)
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bool IsKeyUp(int key)
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{
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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
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else return false;
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bool up = false;
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
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{
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) up = true;
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}
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return up;
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}
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// Get the last key pressed
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@ -3806,7 +3825,7 @@ int GetKeyPressed(void)
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// Get character from the queue head
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value = CORE.Input.Keyboard.keyPressedQueue[0];
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// Shift elements 1 step toward the head.
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// Shift elements 1 step toward the head
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for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
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CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
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@ -3828,7 +3847,7 @@ int GetCharPressed(void)
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// Get character from the queue head
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value = CORE.Input.Keyboard.charPressedQueue[0];
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// Shift elements 1 step toward the head.
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// Shift elements 1 step toward the head
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for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
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CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
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@ -3864,18 +3883,23 @@ bool IsGamepadAvailable(int gamepad)
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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const char *name = NULL;
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#if defined(PLATFORM_DESKTOP)
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if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
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else return NULL;
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if (CORE.Input.Gamepad.ready[gamepad]) name = glfwGetJoystickName(gamepad);
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#endif
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#if defined(PLATFORM_DRM)
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if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
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return CORE.Input.Gamepad.name[gamepad];
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if (CORE.Input.Gamepad.ready[gamepad])
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{
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ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
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name = CORE.Input.Gamepad.name[gamepad];
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}
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#endif
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#if defined(PLATFORM_WEB)
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return CORE.Input.Gamepad.name[gamepad];
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name = CORE.Input.Gamepad.name[gamepad];
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#endif
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return NULL;
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return name;
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}
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// Get gamepad axis count
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@ -3915,12 +3939,12 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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// Check if a gamepad button is being pressed
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bool IsGamepadButtonDown(int gamepad, int button)
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{
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bool result = false;
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bool down = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) result = true;
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
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return result;
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return down;
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}
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// Check if a gamepad button has NOT been pressed once
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@ -3937,12 +3961,12 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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// Check if a gamepad button is NOT being pressed
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bool IsGamepadButtonUp(int gamepad, int button)
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{
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bool result = false;
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bool up = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) result = true;
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
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return result;
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return up;
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}
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// Get the last gamepad button pressed
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@ -3983,7 +4007,7 @@ bool IsMouseButtonDown(int button)
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if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
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// Map touches to mouse buttons checking
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// NOTE: Touches are considered like mouse buttons
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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
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return down;
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@ -4005,7 +4029,14 @@ bool IsMouseButtonReleased(int button)
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// Check if a mouse button is NOT being pressed
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bool IsMouseButtonUp(int button)
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{
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return !IsMouseButtonDown(button);
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bool up = false;
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if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
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// NOTE: Touches are considered like mouse buttons
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if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
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return up;
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}
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// Get mouse position X
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@ -4032,10 +4063,13 @@ int GetMouseY(void)
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Vector2 GetMousePosition(void)
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{
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Vector2 position = { 0 };
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// TODO: Review touch position on PLATFORM_WEB
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#if defined(PLATFORM_ANDROID) //|| defined(PLATFORM_WEB)
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position = GetTouchPosition(0);
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#else
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// NOTE: On PLATFORM_WEB, even on canvas scaling, mouse position is proportionally returned
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position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
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position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
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#endif
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