Some code restructuring for input functions, consistency review

This commit is contained in:
Ray 2023-09-08 20:01:52 +02:00
parent 10e4aa32f8
commit b68d0850b1

View File

@ -389,15 +389,15 @@ typedef struct CoreData {
bool resizedLastFrame; // Check if window has been resized last frame
bool eventWaiting; // Wait for events before ending frame
Point position; // Window position on screen (required on fullscreen toggle)
Point position; // Window position (required on fullscreen toggle)
Point previousPosition; // Window previous position (required on borderless windowed toggle)
Size display; // Display width and height (monitor, device-screen, LCD, ...)
Size screen; // Screen width and height (used render area)
Size previousScreen; // Screen previous width and height (required on borderless windowed toggle)
Size currentFbo; // Current render width and height (depends on active fbo)
Size render; // Framebuffer width and height (render area, including black bars if required)
Point renderOffset; // Offset from render area (must be divided by 2)
Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
Point previousPosition; // Previous screen position (required on borderless windowed toggle)
Size previousScreen; // Previous screen size (required on borderless windowed toggle)
char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW)
unsigned int dropFileCount; // Count dropped files strings
@ -3753,10 +3753,12 @@ void OpenURL(const char *url)
// Check if a key has been pressed once
bool IsKeyPressed(int key)
{
if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
bool pressed = false;
if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
{
if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
}
return pressed;
}
@ -3764,26 +3766,38 @@ bool IsKeyPressed(int key)
// Check if a key has been pressed again (only PLATFORM_DESKTOP)
bool IsKeyPressedRepeat(int key)
{
if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) return true;
else return false;
bool repeat = false;
if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
{
if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) repeat = true;
}
return repeat;
}
// Check if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
else return false;
bool down = false;
if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
{
if (CORE.Input.Keyboard.currentKeyState[key] == 1) down = true;
}
return down;
}
// Check if a key has been released once
bool IsKeyReleased(int key)
{
if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
bool released = false;
if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
{
if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
}
return released;
}
@ -3791,9 +3805,14 @@ bool IsKeyReleased(int key)
// Check if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false;
if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
else return false;
bool up = false;
if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
{
if (CORE.Input.Keyboard.currentKeyState[key] == 0) up = true;
}
return up;
}
// Get the last key pressed
@ -3806,7 +3825,7 @@ int GetKeyPressed(void)
// Get character from the queue head
value = CORE.Input.Keyboard.keyPressedQueue[0];
// Shift elements 1 step toward the head.
// 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];
@ -3828,7 +3847,7 @@ int GetCharPressed(void)
// Get character from the queue head
value = CORE.Input.Keyboard.charPressedQueue[0];
// Shift elements 1 step toward the head.
// 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];
@ -3864,18 +3883,23 @@ bool IsGamepadAvailable(int gamepad)
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
const char *name = NULL;
#if defined(PLATFORM_DESKTOP)
if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
else return NULL;
if (CORE.Input.Gamepad.ready[gamepad]) name = glfwGetJoystickName(gamepad);
#endif
#if defined(PLATFORM_DRM)
if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
return CORE.Input.Gamepad.name[gamepad];
if (CORE.Input.Gamepad.ready[gamepad])
{
ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
name = CORE.Input.Gamepad.name[gamepad];
}
#endif
#if defined(PLATFORM_WEB)
return CORE.Input.Gamepad.name[gamepad];
name = CORE.Input.Gamepad.name[gamepad];
#endif
return NULL;
return name;
}
// Get gamepad axis count
@ -3915,12 +3939,12 @@ bool IsGamepadButtonPressed(int gamepad, int button)
// Check if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
bool down = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) result = true;
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
return result;
return down;
}
// Check if a gamepad button has NOT been pressed once
@ -3937,12 +3961,12 @@ bool IsGamepadButtonReleased(int gamepad, int button)
// Check if a gamepad button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
bool up = false;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) result = true;
(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
return result;
return up;
}
// Get the last gamepad button pressed
@ -3983,7 +4007,7 @@ bool IsMouseButtonDown(int button)
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
// Map touches to mouse buttons checking
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
return down;
@ -4005,7 +4029,14 @@ bool IsMouseButtonReleased(int button)
// Check if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
return !IsMouseButtonDown(button);
bool up = false;
if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
// NOTE: Touches are considered like mouse buttons
if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
return up;
}
// Get mouse position X
@ -4033,9 +4064,12 @@ Vector2 GetMousePosition(void)
{
Vector2 position = { 0 };
// TODO: Review touch position on PLATFORM_WEB
#if defined(PLATFORM_ANDROID) //|| defined(PLATFORM_WEB)
position = GetTouchPosition(0);
#else
// NOTE: On PLATFORM_WEB, even on canvas scaling, mouse position is proportionally returned
position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
#endif