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REDESIGNED input system for better mouse/touch support

pull/1118/head
Ray 5 years ago
parent
commit
7428747ef0
1 changed files with 58 additions and 69 deletions
  1. +58
    -69
      src/core.c

+ 58
- 69
src/core.c View File

@ -398,18 +398,18 @@ typedef struct CoreData {
#if defined(PLATFORM_WEB)
bool cursorLockRequired; // Ask for cursor pointer lock on next click
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
char currentButtonState[3]; // Registers current mouse button state
char previousButtonState[3]; // Registers previous mouse button state
int currentWheelMove; // Registers current mouse wheel variation
int previousWheelMove; // Registers previous mouse wheel variation
#endif
#if defined(PLATFORM_RPI)
char currentButtonStateEvdev[3]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
#endif
} Mouse;
struct {
Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
} Touch;
struct {
int lastButtonPressed; // Register last gamepad button pressed
@ -477,8 +477,8 @@ static void SwapBuffers(void); // Copy back buffer to f
static void InitTimer(void); // Initialize timer
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
k">static bool GetKeyStatus(int key); // Returns if a key has been pressed
k">static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
o">//static int GetKeyState(int key);
o">//static int GetMouseButtonState(int button);
static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
static void PollInputEvents(void); // Register user events
@ -1718,8 +1718,8 @@ Color ColorFromNormalized(Vector4 normalized)
// NOTE: Hue is returned as degrees [0..360]
Vector3 ColorToHSV(Color color)
{
Vector3 hsv = { 0 };
Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
Vector3 hsv = { 0.0f, 0.0f, 0.0f };
float min, max, delta;
min = rgb.x < rgb.y? rgb.x : rgb.y;
@ -2315,7 +2315,7 @@ bool IsKeyPressed(int key)
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (GetKeyStatus(key) == 1) return true;
if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
else return false;
}
@ -2333,7 +2333,7 @@ bool IsKeyReleased(int key)
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (GetKeyStatus(key) == 0) return true;
if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
else return false;
}
@ -2502,9 +2502,12 @@ bool IsMouseButtonPressed(int button)
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_TAP)) pressed = true;
#else
// NOTE: On PLATFORM_DESKTOP and PLATFORM_WEB IsMouseButtonPressed() is equivalent to GESTURE_TAP
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(GetMouseButtonStatus(button) == 1)) pressed = true;
(CORE.Input.Mouse.currentButtonState[button] == 1)) pressed = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
(CORE.Input.Touch.currentTouchState[button] == 1)) pressed = true;
#endif
return pressed;
@ -2518,9 +2521,10 @@ bool IsMouseButtonDown(int button)
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_HOLD)) down = true;
#else
// NOTE: On PLATFORM_DESKTOP and PLATFORM_WEB IsMouseButtonDown() is equivalent to GESTURE_HOLD or GESTURE_DRAG
if (GetMouseButtonStatus(button) == 1) down = true;
// || IsGestureDetected(GESTURE_HOLD) || IsGestureDetected(GESTURE_DRAG)) down = true;
if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
// Map touches to mouse buttons checking
if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
#endif
return down;
@ -2532,12 +2536,16 @@ bool IsMouseButtonReleased(int button)
bool released = false;
#if defined(PLATFORM_ANDROID)
# if defined(SUPPORT_GESTURES_SYSTEM)
released = GetGestureDetected() == GESTURE_TAP;
# endif
#if defined(SUPPORT_GESTURES_SYSTEM)
released = GetGestureDetected() == GESTURE_TAP;
#endif
#else
if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(GetMouseButtonStatus(button) == 0)) released = true;
(CORE.Input.Mouse.currentButtonState[button] == 0)) released = true;
// Map touches to mouse buttons checking
if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
(CORE.Input.Touch.currentTouchState[button] == 0)) released = true;
#endif
return released;
@ -2549,7 +2557,10 @@ bool IsMouseButtonUp(int button)
bool up = false;
#if !defined(PLATFORM_ANDROID)
if (GetMouseButtonStatus(button) == 0) up = true;
if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
// Map touches to mouse buttons checking
if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
#endif
return up;
@ -2578,12 +2589,13 @@ int GetMouseY(void)
// Returns mouse position XY
Vector2 GetMousePosition(void)
{
Vector2 position = { f">0.0f, 0.0f };
Vector2 position = { i">0 };
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
position = GetTouchPosition(0);
#else
position = (Vector2){ (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x, (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y };
position.x = (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
position.y = (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
#endif
return position;
@ -2682,7 +2694,6 @@ Vector2 GetTouchPosition(int index)
// TODO: GLFW is not supporting multi-touch input just yet
// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
if (index == 0) position = GetMousePosition();
#endif
@ -3452,36 +3463,6 @@ static void Wait(float ms)
#endif
}
// Get one key state
static bool GetKeyStatus(int key)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(CORE.Window.handle, key);
#elif defined(PLATFORM_ANDROID)
// NOTE: Android supports up to 260 keys
if (key < 0 || key > 260) return false;
else return CORE.Input.Keyboard.currentKeyState[key];
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return CORE.Input.Keyboard.currentKeyState[key];
#endif
}
// Get one mouse button state
static bool GetMouseButtonStatus(int button)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(CORE.Window.handle, button);
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual mouse?
return false;
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Mouse buttons states are filled in PollInputEvents()
return CORE.Input.Mouse.currentButtonState[button];
#endif
}
// Get gamepad button generic to all platforms
static int GetGamepadButton(int button)
{
@ -3595,7 +3576,7 @@ static void PollInputEvents(void)
#if defined(PLATFORM_RPI)
// Register previous keys states
for (int i = 0; i < 512; i++)CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
// Grab a keypress from the evdev fifo if avalable
if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail)
@ -3771,25 +3752,28 @@ static void PollInputEvents(void)
#endif // PLATFORM_UWP
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
double mouseY;
glfwGetCursorPos(CORE.Window.handle, &mouseX, &mouseY);
CORE.Input.Mouse.position.x = (float)mouseX;
CORE.Input.Mouse.position.y = (float)mouseY;
// Keyboard input polling (automatically managed by GLFW3 through callback)
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
// Register previous keys states
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
// Register previous mouse states
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
for (int i = 0; i < 3; i++)
{
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
CORE.Input.Mouse.currentButtonState[i] = 0;
}
// Register previous mouse wheel state
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
CORE.Input.Mouse.currentWheelMove = 0;
// Register previous touch states
for (int i = 0; i < MAX_TOUCH_POINTS; i++)
{
CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
CORE.Input.Touch.currentTouchState[i] = 0;
}
#endif
#if defined(PLATFORM_DESKTOP)
@ -4021,7 +4005,6 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
CORE.Input.Mouse.previousButtonState[button] = CORE.Input.Mouse.currentButtonState[button];
CORE.Input.Mouse.currentButtonState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
@ -4029,8 +4012,10 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
GestureEvent gestureEvent = { 0 };
// Register touch actions
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
if ((CORE.Input.Mouse.currentButtonState[MOUSE_LEFT_BUTTON] != CORE.Input.Mouse.previousButtonState[MOUSE_LEFT_BUTTON]) &&
(CORE.Input.Mouse.currentButtonState[MOUSE_LEFT_BUTTON] == 1)) gestureEvent.touchAction = TOUCH_DOWN;
else if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
(CORE.Input.Mouse.currentButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
@ -4055,6 +4040,10 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
CORE.Input.Mouse.position.x = (float)x;
CORE.Input.Mouse.position.y = (float)y;
CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent = { 0 };
@ -4068,9 +4057,7 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
CORE.Input.Touch.position[0] = gestureEvent.position[0];
gestureEvent.position[0] = CORE.Input.Touch.position[0];
// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
gestureEvent.position[0].x /= (float)GetScreenWidth();
@ -4496,6 +4483,8 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
// Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
for (int i = 0; i < touchEvent->numTouches; i++) if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };

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