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Review gamepad inputs

Added funtion: GetGamepadButtonPressed() - This function can be useful
for custom gamepad configuration
pull/192/head
raysan5 8 年之前
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共有 2 個檔案被更改,包括 61 行新增19 行删除
  1. +18
    -1
      src/core.c
  2. +43
    -18
      src/raylib.h

+ 18
- 1
src/core.c 查看文件

@ -222,6 +222,7 @@ static char previousKeyState[512] = { 0 }; // Registers previous frame key stat
static char currentKeyState[512] = { 0 }; // Registers current frame key state static char currentKeyState[512] = { 0 }; // Registers current frame key state
static int lastKeyPressed = -1; // Register last key pressed static int lastKeyPressed = -1; // Register last key pressed
static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
static Vector2 mousePosition; // Mouse position on screen static Vector2 mousePosition; // Mouse position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
@ -1236,6 +1237,13 @@ bool IsGamepadButtonUp(int gamepad, int button)
return result; return result;
} }
// Get the last gamepad button pressed
int GetGamepadButtonPressed(void)
{
return lastGamepadButtonPressed;
}
#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) #endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
@ -1906,6 +1914,9 @@ static void PollInputEvents(void)
// Reset last key pressed registered // Reset last key pressed registered
lastKeyPressed = -1; lastKeyPressed = -1;
// Reset last gamepad button pressed registered
lastGamepadButtonPressed = -1;
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling // Mouse input polling
@ -1947,7 +1958,11 @@ static void PollInputEvents(void)
for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
{ {
if (buttons[k] == GLFW_PRESS) currentGamepadState[i][k] = 1;
if (buttons[k] == GLFW_PRESS)
{
currentGamepadState[i][k] = 1;
lastGamepadButtonPressed = k;
}
else currentGamepadState[i][k] = 0; else currentGamepadState[i][k] = 0;
} }
@ -2801,6 +2816,8 @@ static void *GamepadThread(void *arg)
{ {
// 1 - button pressed, 0 - button released // 1 - button pressed, 0 - button released
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
} }
} }
else if (gamepadEvent.type == JS_EVENT_AXIS) else if (gamepadEvent.type == JS_EVENT_AXIS)

+ 43
- 18
src/raylib.h 查看文件

@ -192,21 +192,32 @@
#define GAMEPAD_PLAYER3 2 #define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3 #define GAMEPAD_PLAYER4 3
// Gamepad Buttons
// Gamepad Buttons/Axis
// PS3 USB Controller
#define GAMEPAD_PS3_BUTTON_A 2
#define GAMEPAD_PS3_BUTTON_B 1
#define GAMEPAD_PS3_BUTTON_X 3
#define GAMEPAD_PS3_BUTTON_Y 4
// PS3 USB Controller Buttons
#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
#define GAMEPAD_PS3_BUTTON_CIRCLE 1
#define GAMEPAD_PS3_BUTTON_CROSS 2
#define GAMEPAD_PS3_BUTTON_SQUARE 3
#define GAMEPAD_PS3_BUTTON_L1 6
#define GAMEPAD_PS3_BUTTON_R1 7 #define GAMEPAD_PS3_BUTTON_R1 7
#define GAMEPAD_PS3_BUTTON_L2 4
#define GAMEPAD_PS3_BUTTON_R2 5 #define GAMEPAD_PS3_BUTTON_R2 5
#define GAMEPAD_PS3_BUTTON_L1 6
#define GAMEPAD_PS3_BUTTON_L2 8
#define GAMEPAD_PS3_BUTTON_START 8
#define GAMEPAD_PS3_BUTTON_SELECT 9 #define GAMEPAD_PS3_BUTTON_SELECT 9
#define GAMEPAD_PS3_BUTTON_START 10
// TODO: Add PS3 d-pad axis
#define GAMEPAD_PS3_BUTTON_UP 24
#define GAMEPAD_PS3_BUTTON_RIGHT 25
#define GAMEPAD_PS3_BUTTON_DOWN 26
#define GAMEPAD_PS3_BUTTON_LEFT 27
#define GAMEPAD_PS3_BUTTON_PS 12
// PS3 USB Controller Axis
#define GAMEPAD_PS3_AXIS_LEFT_X 0
#define GAMEPAD_PS3_AXIS_LEFT_Y 1
#define GAMEPAD_PS3_AXIS_RIGHT_X 2
#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
#define GAMEPAD_PS3_AXIS_L2 3 // 1.0(not pressed) --> -1.0(completely pressed)
#define GAMEPAD_PS3_AXIS_R2 4 // 1.0(not pressed) --> -1.0(completely pressed)
// Xbox360 USB Controller Buttons // Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0 #define GAMEPAD_XBOX_BUTTON_A 0
@ -221,22 +232,27 @@
#define GAMEPAD_XBOX_BUTTON_RIGHT 11 #define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_BUTTON_DOWN 12 #define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13 #define GAMEPAD_XBOX_BUTTON_LEFT 13
#define GAMEPAD_XBOX_BUTTON_HOME 9
// Xbox360 USB Controller Axis
#define GAMEPAD_XBOX_AXIS_LEFT_X 0 #define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 #define GAMEPAD_XBOX_AXIS_LEFT_Y 1
#define GAMEPAD_XBOX_AXIS_RIGHT_X 2
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT 4 // -1.0(not pressed) --> 1.0(completely pressed)
#define GAMEPAD_XBOX_AXIS_RT 5 // -1.0(not pressed) --> 1.0(completely pressed)
/*
// NOTE: For Raspberry Pi, axis must be reconfigured
#if defined(PLATFORM_RPI) #if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
#define GAMEPAD_XBOX_AXIS_LEFT_X 7
#define GAMEPAD_XBOX_AXIS_LEFT_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3 #define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2 #define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5 #define GAMEPAD_XBOX_AXIS_RT 5
#else
#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT_RT 2
#endif #endif
*/
// NOTE: MSC C++ compiler does not support compound literals (C99 feature) // NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers. // Plain structures in C++ (without constructors) can be initialized from { } initializers.
@ -533,6 +549,12 @@ typedef enum {
COMPRESSED_ASTC_8x8_RGBA // 2 bpp COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat; } TextureFormat;
// Texture parameters: filter mode
typedef enum { FILTER_POINT = 0, FILTER_BILINEAR, FILTER_TRILINEAR } TextureFilterMode;
// Texture parameters: wrap mode
typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
// Color blending modes (pre-defined) // Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
@ -663,6 +685,7 @@ RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gam
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
#endif #endif
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
@ -752,6 +775,7 @@ RLAPI void UnloadTexture(Texture2D texture);
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
@ -773,7 +797,8 @@ RLAPI void ImageColorGrayscale(Image *image);
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
RLAPI void SetTextureFilter(Texture2D texture, int filterMode);
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2

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