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Reviewing automation events on web...

Ray 1 year ago
parent
commit
e4ea116857

+ 8 - 0
examples/core/core_automation_events.c

@@ -211,6 +211,8 @@ int main(void)
                     eventRecording = false;
                     
                     ExportAutomationEventList(aelist, "automation.rae");
+                    
+                    TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
                 }
                 else 
                 {
@@ -245,6 +247,9 @@ int main(void)
             // NOTE: Multiple events could be executed in a single frame
             while (playFrameCounter == aelist.events[currentPlayFrame].frame)
             {
+                TraceLog(LOG_INFO, "PLAYING: PlayFrameCount: %i | currentPlayFrame: %i | Event Frame: %i, param: %i | current Time: %f", 
+                    playFrameCounter, currentPlayFrame, aelist.events[currentPlayFrame].frame, aelist.events[currentPlayFrame].params[0]);
+                
                 PlayAutomationEvent(aelist.events[currentPlayFrame]);
                 currentPlayFrame++;
 
@@ -253,6 +258,9 @@ int main(void)
                     eventPlaying = false;
                     currentPlayFrame = 0;
                     playFrameCounter = 0;
+
+                    TraceLog(LOG_INFO, "FINISH PLAYING!");
+                    break;
                 }
             }
             

+ 1 - 1
src/platforms/rcore_desktop.c

@@ -1106,12 +1106,12 @@ void PollInputEvents(void)
     // Reset keys/chars pressed registered
     CORE.Input.Keyboard.keyPressedQueueCount = 0;
     CORE.Input.Keyboard.charPressedQueueCount = 0;
-    // Reset key repeats
     for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
 
     // Reset last gamepad button/axis registered state
     CORE.Input.Gamepad.lastButtonPressed = 0;       // GAMEPAD_BUTTON_UNKNOWN
     //CORE.Input.Gamepad.axisCount = 0;
+
     // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
 
     // Register previous keys states

+ 7 - 2
src/platforms/rcore_web.c

@@ -559,12 +559,12 @@ void PollInputEvents(void)
     // Reset keys/chars pressed registered
     CORE.Input.Keyboard.keyPressedQueueCount = 0;
     CORE.Input.Keyboard.charPressedQueueCount = 0;
-    // Reset key repeats
     for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
 
     // Reset last gamepad button/axis registered state
     CORE.Input.Gamepad.lastButtonPressed = 0;       // GAMEPAD_BUTTON_UNKNOWN
     //CORE.Input.Gamepad.axisCount = 0;
+
     // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
 
     // Register previous keys states
@@ -592,7 +592,6 @@ void PollInputEvents(void)
     // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
     //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
 
-    CORE.Window.resizedLastFrame = false;
 
     // Gamepad support using emscripten API
     // NOTE: GLFW3 joystick functionality not available in web
@@ -661,6 +660,12 @@ void PollInputEvents(void)
             CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
         }
     }
+
+    CORE.Window.resizedLastFrame = false;
+
+    // This code does not seem to do anything??
+    //if (CORE.Window.eventWaiting) glfwWaitEvents();     // Wait for in input events before continue (drawing is paused)
+    //else glfwPollEvents();      // Poll input events: keyboard/mouse/window events (callbacks)
 }