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