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-rw-r--r--src/core.c199
1 files changed, 94 insertions, 105 deletions
diff --git a/src/core.c b/src/core.c
index 3bd85fdd..d044a66e 100644
--- a/src/core.c
+++ b/src/core.c
@@ -131,7 +131,7 @@
#endif
#define MAX_GAMEPADS 4 // Max number of gamepads supported
-#define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad)
+#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#define RL_LOAD_DEFAULT_FONT // Load default font on window initialization (module: text)
@@ -158,9 +158,6 @@ static const char *internalDataPath; // Android internal data path to
static bool windowReady = false; // Used to detect display initialization
static bool appEnabled = true; // Used to detec if app is active
static bool contextRebindRequired = false; // Used to know context rebind required
-
-static int previousButtonState[128] = { 1 }; // Required to check if button pressed/released once
-static int currentButtonState[128] = { 1 }; // Required to check if button pressed/released once
#endif
#if defined(PLATFORM_RPI)
@@ -203,10 +200,6 @@ static Matrix downscaleView; // Matrix to downscale view (in case
static const char *windowTitle; // Window text title...
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
-// Register keyboard states
-static char previousKeyState[512] = { 0 }; // Registers previous frame key state
-static char currentKeyState[512] = { 0 }; // Registers current frame key state
-
// Register mouse states
static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
static char currentMouseState[3] = { 0 }; // Registers current mouse button state
@@ -221,11 +214,16 @@ static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 };
// Keyboard configuration
static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
-static int lastKeyPressed = -1; // Register last key pressed
static bool cursorHidden; // Track if cursor is hidden
#endif
+// Register keyboard states
+static char previousKeyState[512] = { 0 }; // Registers previous frame key state
+static char currentKeyState[512] = { 0 }; // Registers current frame key state
+
+static int lastKeyPressed = -1; // Register last key pressed
+
static Vector2 mousePosition; // Mouse position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
@@ -526,6 +524,63 @@ int GetScreenHeight(void)
return screenHeight;
}
+// Show mouse cursor
+void ShowCursor()
+{
+#if defined(PLATFORM_DESKTOP)
+ #ifdef __linux
+ XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
+ #else
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+ #endif
+#endif
+ cursorHidden = false;
+}
+
+// Hide mouse cursor
+void HideCursor()
+{
+#if defined(PLATFORM_DESKTOP)
+ #ifdef __linux
+ XColor Col;
+ const char Nil[] = {0};
+
+ Pixmap Pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), Nil, 1, 1);
+ Cursor Cur = XCreatePixmapCursor(glfwGetX11Display(), Pix, Pix, &Col, &Col, 0, 0);
+
+ XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), Cur);
+ XFreeCursor(glfwGetX11Display(), Cur);
+ #else
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+ #endif
+#endif
+ cursorHidden = true;
+}
+
+// Check if mouse cursor is hidden
+bool IsCursorHidden()
+{
+ return cursorHidden;
+}
+
+// Enable mouse cursor
+void EnableCursor()
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+ cursorHidden = false;
+}
+
+// Disable mouse cursor
+void DisableCursor()
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+#endif
+ cursorHidden = true;
+}
+
// Sets Background Color
void ClearBackground(Color color)
{
@@ -1050,8 +1105,13 @@ bool IsKeyPressed(int key)
{
bool pressed = false;
+#if defined(PLATFORM_ANDROID)
+ if ((currentButtonState[key] != previousButtonState[key]) && (currentButtonState[key] == 0)) pressed = true;
+ else pressed = false;
+#else
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
else pressed = false;
+#endif
return pressed;
}
@@ -1067,9 +1127,14 @@ bool IsKeyDown(int key)
bool IsKeyReleased(int key)
{
bool released = false;
-
+
+#if defined(PLATFORM_ANDROID)
+ if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
+ else released = false;
+#else
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
else released = false;
+#endif
return released;
}
@@ -1091,64 +1156,9 @@ int GetKeyPressed(void)
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
+#if !defined(PLATFORM_ANDROID)
exitKey = key;
-}
-
-// Hide mouse cursor
-void HideCursor()
-{
-#if defined(PLATFORM_DESKTOP)
- #ifdef __linux
- XColor Col;
- const char Nil[] = {0};
-
- Pixmap Pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), Nil, 1, 1);
- Cursor Cur = XCreatePixmapCursor(glfwGetX11Display(), Pix, Pix, &Col, &Col, 0, 0);
-
- XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), Cur);
- XFreeCursor(glfwGetX11Display(), Cur);
- #else
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
- #endif
#endif
- cursorHidden = true;
-}
-
-// Show mouse cursor
-void ShowCursor()
-{
-#if defined(PLATFORM_DESKTOP)
- #ifdef __linux
- XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
- #else
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- #endif
-#endif
- cursorHidden = false;
-}
-
-// Disable mouse cursor
-void DisableCursor()
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-#endif
- cursorHidden = true;
-}
-
-// Enable mouse cursor
-void EnableCursor()
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-#endif
- cursorHidden = false;
-}
-
-// Check if mouse cursor is hidden
-bool IsCursorHidden()
-{
- return cursorHidden;
}
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
@@ -1204,7 +1214,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
- if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] == 1)) result = true;
return result;
@@ -1387,37 +1397,6 @@ Vector2 GetTouchPosition(int index)
return position;
}
-#if defined(PLATFORM_ANDROID)
-// Detect if a button has been pressed once
-bool IsButtonPressed(int button)
-{
- bool pressed = false;
-
- if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 0)) pressed = true;
- else pressed = false;
-
- return pressed;
-}
-
-// Detect if a button is being pressed (button held down)
-bool IsButtonDown(int button)
-{
- if (currentButtonState[button] == 0) return true;
- else return false;
-}
-
-// Detect if a button has been released once
-bool IsButtonReleased(int button)
-{
- bool released = false;
-
- if ((currentButtonState[button] != previousButtonState[button]) && (currentButtonState[button] == 1)) released = true;
- else released = false;
-
- return released;
-}
-#endif
-
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -1900,8 +1879,9 @@ static bool GetKeyStatus(int key)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(window, key);
#elif defined(PLATFORM_ANDROID)
- // TODO: Check for virtual keyboard
- return false;
+ // NOTE: Android supports up to 260 keys
+ if (key < 0 || key > 260) return false;
+ else return currentKeyState[key];
#elif defined(PLATFORM_RPI)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
@@ -1929,6 +1909,9 @@ static void PollInputEvents(void)
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
+
+ // Reset last key pressed registered
+ lastKeyPressed = -1;
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
@@ -1939,9 +1922,8 @@ static void PollInputEvents(void)
mousePosition.x = (float)mouseX;
mousePosition.y = (float)mouseY;
-
+
// Keyboard input polling (automatically managed by GLFW3 through callback)
- lastKeyPressed = -1;
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
@@ -1971,7 +1953,7 @@ static void PollInputEvents(void)
for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
{
- if (buttons[i] == GLFW_PRESS) currentGamepadState[i][k] = 1;
+ if (buttons[k] == GLFW_PRESS) currentGamepadState[i][k] = 1;
else currentGamepadState[i][k] = 0;
}
@@ -1994,7 +1976,8 @@ static void PollInputEvents(void)
#if defined(PLATFORM_ANDROID)
// Register previous keys states
- for (int i = 0; i < 128; i++) previousButtonState[i] = currentButtonState[i];
+ // NOTE: Android supports up to 260 keys
+ for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
// Poll Events (registered events)
// NOTE: Activity is paused if not enabled (appEnabled)
@@ -2371,7 +2354,13 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
//int32_t AKeyEvent_getMetaState(event);
// Save current button and its state
- currentButtonState[keycode] = AKeyEvent_getAction(event); // Down = 0, Up = 1
+ // NOTE: Android key action is 0 for down and 1 for up
+ if (AKeyEvent_getAction(event) == 0)
+ {
+ currentKeyState[keycode] = 1; // Key down
+ lastKeyPressed = keycode;
+ }
+ else currentKeyState[keycode] = 0; // Key up
if (keycode == AKEYCODE_POWER)
{