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-rw-r--r--src/core.c317
1 files changed, 181 insertions, 136 deletions
diff --git a/src/core.c b/src/core.c
index 3bd85fdd..8e15eb96 100644
--- a/src/core.c
+++ b/src/core.c
@@ -22,7 +22,7 @@
*
* RL_LOAD_DEFAULT_FONT - Use external module functions to load default raylib font (module: text)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -58,12 +58,12 @@
#endif
#include <stdio.h> // Standard input / output lib
-#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
-#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer
-#include <time.h> // Useful to initialize random seed - Android/RPI hi-res timer (NOTE: Linux only!)
-#include <math.h> // Math related functions, tan() used to set perspective
-#include <string.h> // String function definitions, memset()
-#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
+#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
+#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
+#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
+#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
+#include <string.h> // Required for: strcmp()
+//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
//#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
@@ -79,8 +79,7 @@
#endif
#if defined(PLATFORM_ANDROID)
- #include <jni.h> // Java native interface
- #include <android/sensor.h> // Android sensors functions
+ //#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
@@ -97,8 +96,8 @@
#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
- #include <linux/joystick.h>
-
+ #include <linux/joystick.h> // Linux: Joystick support library
+
#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
@@ -131,7 +130,7 @@
#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 +157,6 @@ 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)
@@ -179,6 +175,7 @@ static pthread_t mouseThreadId; // Mouse reading thread id
// Gamepad input variables
static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
static pthread_t gamepadThreadId; // Gamepad reading thread id
+static char gamepadName[64]; // Gamepad name holder
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@@ -202,10 +199,7 @@ static Matrix downscaleView; // Matrix to downscale view (in case
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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
+static bool cursorHidden = false; // Track if cursor is hidden
// Register mouse states
static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
@@ -216,16 +210,21 @@ static int currentMouseWheelY = 0; // Registers current mouse wheel var
// Register gamepads states
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
-static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 };
-static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 };
+static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
+static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
// 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 int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
+static int gamepadAxisCount = 0; // Register number of available gamepad axis
+
static Vector2 mousePosition; // Mouse position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
@@ -363,7 +362,7 @@ void InitWindow(int width, int height, const char *title)
#if defined(PLATFORM_ANDROID)
// Android activity initialization
-void InitWindow(int width, int height, struct android_app *state)
+void InitWindow(int width, int height, void *state)
{
TraceLog(INFO, "Initializing raylib (v1.6.0)");
@@ -372,7 +371,7 @@ void InitWindow(int width, int height, struct android_app *state)
screenWidth = width;
screenHeight = height;
- app = state;
+ app = (struct android_app *)state;
internalDataPath = app->activity->internalDataPath;
// Set desired windows flags before initializing anything
@@ -466,6 +465,9 @@ void CloseWindow(void)
// Wait for mouse and gamepad threads to finish before closing
// NOTE: Those threads should already have finished at this point
// because they are controlled by windowShouldClose variable
+
+ windowShouldClose = true; // Added to force threads to exit when the close window is called
+
pthread_join(mouseThreadId, NULL);
pthread_join(gamepadThreadId, NULL);
#endif
@@ -526,6 +528,65 @@ int GetScreenHeight(void)
return screenHeight;
}
+#if !defined(PLATFORM_ANDROID)
+// 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;
+}
+#endif // !defined(PLATFORM_ANDROID)
+
// Sets Background Color
void ClearBackground(Color color)
{
@@ -1044,7 +1105,6 @@ Matrix GetCameraMatrix(Camera camera)
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
@@ -1067,7 +1127,7 @@ bool IsKeyDown(int key)
bool IsKeyReleased(int key)
{
bool released = false;
-
+
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
else released = false;
@@ -1091,64 +1151,9 @@ 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)
@@ -1157,32 +1162,61 @@ bool IsCursorHidden()
bool IsGamepadAvailable(int gamepad)
{
bool result = false;
-
+
+#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
+#endif
return result;
}
+// Check gamepad name (if available)
+bool IsGamepadName(int gamepad, const char *name)
+{
+ bool result = false;
+ const char *gamepadName = NULL;
+
+ if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
+
+ if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
+
+ return result;
+}
+
// Return gamepad internal name id
const char *GetGamepadName(int gamepad)
{
#if defined(PLATFORM_DESKTOP)
- if (glfwJoystickPresent(gamepad) == 1) return glfwGetJoystickName(gamepad);
+ if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
else return NULL;
+#elif defined(PLATFORM_RPI)
+ if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
+
+ return gamepadName;
#else
return NULL;
#endif
}
+// Return gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+#if defined(PLATFORM_RPI)
+ int axisCount = 0;
+ if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
+ gamepadAxisCount = axisCount;
+#endif
+ return gamepadAxisCount;
+}
+
// Return axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
-
- if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS))
- {
- value = gamepadAxisState[gamepad][axis];
- }
+
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
+#endif
return value;
}
@@ -1191,10 +1225,12 @@ float GetGamepadAxisMovement(int gamepad, int axis)
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
-
+
+#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 1)) pressed = true;
+#endif
return pressed;
}
@@ -1204,8 +1240,10 @@ bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
- if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] == 1)) result = true;
+#endif
return result;
}
@@ -1215,9 +1253,11 @@ bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
+#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 0)) released = true;
+#endif
return released;
}
@@ -1227,13 +1267,19 @@ bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
+#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] == 0)) result = true;
+#endif
return result;
}
-#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
+// Get the last gamepad button pressed
+int GetGamepadButtonPressed(void)
+{
+ return lastGamepadButtonPressed;
+}
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
@@ -1387,37 +1433,6 @@ 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 +1915,9 @@ 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 +1945,15 @@ 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_RPI)
+ // Reset last gamepad button/axis registered state
+ lastGamepadButtonPressed = -1;
+ gamepadAxisCount = 0;
+#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
@@ -1939,9 +1964,8 @@ 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];
@@ -1952,13 +1976,19 @@ static void PollInputEvents(void)
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
+ // Check if gamepads are ready
+ // NOTE: We do it here in case of disconection
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (glfwJoystickPresent(i)) gamepadReady[i] = true;
+ else gamepadReady[i] = false;
+ }
+
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
- if (glfwJoystickPresent(i)) // Check if gamepad is available
+ if (gamepadReady[i]) // Check if gamepad is available
{
- gamepadReady[i] = true;
-
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
@@ -1971,7 +2001,11 @@ 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;
+ lastGamepadButtonPressed = k;
+ }
else currentGamepadState[i][k] = 0;
}
@@ -1985,8 +2019,9 @@ static void PollInputEvents(void)
{
gamepadAxisState[i][k] = axes[k];
}
+
+ gamepadAxisCount = axisCount;
}
- else gamepadReady[i] = false;
}
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
@@ -1994,7 +2029,8 @@ 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 +2407,13 @@ 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)
{
@@ -2818,6 +2860,9 @@ static void *GamepadThread(void *arg)
{
// 1 - button pressed, 0 - button released
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
+
+ if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
+ else lastGamepadButtonPressed = -1;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)