| Age | Commit message (Collapse) | Author |
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With SDL_Joystick my game controller wasn't working properly. That's why I changed it to SDL_GameController.
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The key handling in PLATFORM_DESKTOP_SDL was faulty in two ways, which
led to GetKeyPressed returning incorrect data.
CORE.Input.Keyboard.keyPressedQueue was updated only on SDL_TEXTINPUT,
meaning only text characters were registered as a pressed key, but not
function keys (eg. tab, backspace...). Also on such event, both
CORE.Input.Keyboard.keyPressedQueue and
CORE.Input.Keyboard.charPressedQueue were assigned the key's
corresponding codepoint, when CORE.Input.Keyboard.keyPressedQueue
should get the raylib keycode instead.
CORE.Input.Keyboard.keyPressedQueue is now updated on SDL_KEYDOWN event
instead.
Co-authored-by: Arthur <[email protected]>
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I did some testing and this seems to work okay, but it *is* different to
GLFW. GLFW seems to lose "IsCursorOnScreen" for one frame upon pressing
alt+tab over the window, without a different window covering it. SDL
seems to have a more reasonable behavior for this case. Either way it's
an edge case and I don't know the exact way to fix, likely requires
internal GLFW changes.
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The fingerId from SDL was used as an index into the CORE.Input.Touch
arrays, but it's an opaque / arbitrary int64, way bigger
than MAX_TOUCH_POINTS, so the first non-simulated touch event would segfault.
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* Added gamepad rumble to rcore_desktop.c and rcore_desktop_sdl.c
Still need to add to the rest of the platforms.
* Add SetGamepadVibration warnings to unimplemented platforms.
* Added MAX_GAMEPAD_VIBRATION_TIME
The rumble in SDL2 will continue for MAX_GAMEPAD_VIBRATION_TIME unless the user cancels it with a call to SetGamepadVibration(0.0f,0.0f,0.0f)
* Cast float duration value to Uint 32
* Changed defines from int to float and fixed typo
---------
Co-authored-by: Gideon Serfontein <[email protected]>
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Co-authored-by: Arthur <[email protected]>
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REVIEWED: GLFW naming conventions to reflect codepoints reading
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* Fix touch gestures for PLATFORM_DESKTOP_SDL
* Complement note and optimization
* Events optimization
* Optimize gesture handling
* Reverts previous commit and fixes GESTURE_DRAG to not trigger GESTURE_SWIPE* when it ends
* Reapply previous gesture handling optimization also fixing GESTURE_DRAG to not trigger GESTURE_SWIPE* when it ends
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`PLATFORM_DESKTOP_SDL` (#3610)
* Fix IsMouseButtonUp() and add touch events for PLATFORM_DESKTOP_SDL
* Fix coding convention
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* Fix IsKeyPressedRepeat() for PLATFORM_DESKTOP_SDL
* Fix missing space
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This reverts commit 4ae2af0bccc2792e0f380152b8638bfa384595c6.
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Compiles on Linux & co. now
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* Fix gestures for SDL
* Review the gesture handling for SDL
* Review 2
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* Fix SetWindowMinSize and SetWindowMaxSize
* Fix window resizes to update the viewport
* Fix window resizes to update the viewport 2
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* Add note and todo to GetWindowScaleDPI
* Complement ToggleFullscreen and change ToggleBorderlessWindowed
* Complement SetWindowState and ClearWindowState
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* Complement SetWindowMonitor SDL implementation
* Complement SetWindowMonitor SDL implementation 2
* Complement SetWindowMonitor SDL implementation 3
* Complement GetMonitorPosition SDL implementation
* Small tweaks to various SDL implementation
* Small tweaks to various SDL implementation 2
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