Reviewed Input variables and comments
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src/core.c
76
src/core.c
@ -276,8 +276,8 @@
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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#define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
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#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
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#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
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#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
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#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
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#endif
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#ifndef MAX_FILEPATH_LENGTH
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@ -288,23 +288,29 @@
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#endif
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#endif
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#ifndef MAX_KEYBOARD_KEYS
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#define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
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#endif
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#ifndef MAX_MOUSE_BUTTONS
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#define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
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#endif
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#ifndef MAX_GAMEPADS
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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#endif
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#ifndef MAX_GAMEPAD_AXIS
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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#endif
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#ifndef MAX_GAMEPAD_BUTTONS
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
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#endif
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#ifndef MAX_TOUCH_POINTS
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#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
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#endif
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#ifndef MAX_KEY_PRESSED_QUEUE
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#define MAX_KEY_PRESSED_QUEUE 16 // Max number of keys in the key input queue
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#define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
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#endif
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#ifndef MAX_CHAR_PRESSED_QUEUE
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#define MAX_CHAR_PRESSED_QUEUE 16 // Max number of characters in the char input queue
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#define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
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#endif
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#if defined(SUPPORT_DATA_STORAGE)
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@ -314,7 +320,7 @@
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#endif
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#ifndef MAX_DECOMPRESSION_SIZE
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#define MAX_DECOMPRESSION_SIZE 64 // Max size allocated for decompression in MB
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#define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB
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#endif
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// Flags operation macros
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@ -408,8 +414,8 @@ typedef struct CoreData {
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#endif
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struct {
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int exitKey; // Default exit key
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char currentKeyState[512]; // Registers current frame key state
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char previousKeyState[512]; // Registers previous frame key state
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char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
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char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
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int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
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int keyPressedQueueCount; // Input keys queue count
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@ -432,12 +438,12 @@ typedef struct CoreData {
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bool cursorHidden; // Track if cursor is hidden
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bool cursorOnScreen; // Tracks if cursor is inside client area
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char currentButtonState[MOUSE_BUTTON_MAX]; // Registers current mouse button state
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char previousButtonState[MOUSE_BUTTON_MAX]; // Registers previous mouse button state
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char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state
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char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state
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float currentWheelMove; // Registers current mouse wheel variation
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float previousWheelMove; // Registers previous mouse wheel variation
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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char currentButtonStateEvdev[MOUSE_BUTTON_MAX]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
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char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
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#endif
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} Mouse;
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struct {
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@ -449,9 +455,9 @@ typedef struct CoreData {
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int lastButtonPressed; // Register last gamepad button pressed
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int axisCount; // Register number of available gamepad axis
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bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
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float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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pthread_t threadId; // Gamepad reading thread id
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int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
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@ -1895,7 +1901,7 @@ void EndDrawing(void)
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double waitTime = CORE.Time.current - CORE.Time.previous;
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CORE.Time.previous = CORE.Time.current;
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CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
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CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
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}
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PollInputEvents(); // Poll user events
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@ -3248,7 +3254,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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bool pressed = 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.previousState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true;
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(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
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else pressed = false;
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return pressed;
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@ -3260,7 +3266,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
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bool result = 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.currentState[gamepad][button] == 1)) result = true;
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) result = true;
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return result;
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}
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@ -3271,7 +3277,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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bool released = 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.previousState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true;
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(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
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else released = false;
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return released;
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@ -3283,7 +3289,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
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bool result = 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.currentState[gamepad][button] == 0)) result = true;
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) result = true;
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return result;
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}
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@ -4623,7 +4629,7 @@ static void PollInputEvents(void)
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if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
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{
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// Register previous gamepad states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
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}
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}
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#endif
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@ -4636,7 +4642,7 @@ static void PollInputEvents(void)
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{
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if (CORE.Input.Gamepad.ready[i])
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{
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
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}
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}
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@ -4679,7 +4685,7 @@ static void PollInputEvents(void)
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if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
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{
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// Register previous gamepad states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
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// Get current gamepad state
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// NOTE: There is no callback available, so we get it manually
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@ -4721,10 +4727,10 @@ static void PollInputEvents(void)
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{
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if (buttons[k] == GLFW_PRESS)
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{
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CORE.Input.Gamepad.currentState[i][button] = 1;
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CORE.Input.Gamepad.currentButtonState[i][button] = 1;
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CORE.Input.Gamepad.lastButtonPressed = button;
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}
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else CORE.Input.Gamepad.currentState[i][button] = 0;
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else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
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}
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}
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@ -4737,8 +4743,8 @@ static void PollInputEvents(void)
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}
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
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}
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@ -4763,7 +4769,7 @@ static void PollInputEvents(void)
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for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
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{
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// Register previous gamepad button states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
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EmscriptenGamepadEvent gamepadState;
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@ -4802,10 +4808,10 @@ static void PollInputEvents(void)
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{
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if (gamepadState.digitalButton[j] == 1)
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{
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CORE.Input.Gamepad.currentState[i][button] = 1;
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CORE.Input.Gamepad.currentButtonState[i][button] = 1;
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CORE.Input.Gamepad.lastButtonPressed = button;
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}
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else CORE.Input.Gamepad.currentState[i][button] = 0;
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else CORE.Input.Gamepad.currentButtonState[i][button] = 0;
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}
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//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
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@ -5551,10 +5557,10 @@ static void ProcessKeyboard(void)
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bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
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// Reset pressed keys array (it will be filled below)
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if (bufferByteCount > 0) for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
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if (bufferByteCount > 0) for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.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++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.currentKeyStateEvdev[i];
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//for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.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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@ -6225,7 +6231,7 @@ static void *GamepadThread(void *arg)
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if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
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{
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// 1 - button pressed, 0 - button released
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CORE.Input.Gamepad.currentState[i][gamepadEvent.number] = (int)gamepadEvent.value;
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CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value;
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if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
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else CORE.Input.Gamepad.lastButtonPressed = -1;
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@ -6456,7 +6462,7 @@ void UWPRegisterGamepadButton(int gamepad, int button, bool down)
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{
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if (button < MAX_GAMEPAD_BUTTONS)
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{
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CORE.Input.Gamepad.currentState[gamepad][button] = down;
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CORE.Input.Gamepad.currentButtonState[gamepad][button] = down;
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CORE.Input.Gamepad.lastButtonPressed = button;
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}
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}
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@ -646,7 +646,6 @@ typedef enum {
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MOUSE_BUTTON_EXTRA = 4,
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MOUSE_BUTTON_FORWARD = 5,
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MOUSE_BUTTON_BACK = 6,
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MOUSE_BUTTON_MAX = 7
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} MouseButton;
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// Mouse cursor
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