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@ -777,7 +777,7 @@ void InitWindow(int width, int height, const char *title) |
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#endif |
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#if defined(PLATFORM_WEB) |
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// Detect fullscreen change events |
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// Check fullscreen change events |
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//emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); |
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//emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback); |
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@ -3098,7 +3098,7 @@ void OpenURL(const char *url) |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions |
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//---------------------------------------------------------------------------------- |
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// Detect if a key has been pressed once |
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// Check if a key has been pressed once |
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bool IsKeyPressed(int key) |
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{ |
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bool pressed = false; |
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@ -3109,14 +3109,14 @@ bool IsKeyPressed(int key) |
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return pressed; |
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} |
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// Detect if a key is being pressed (key held down) |
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// Check if a key is being pressed (key held down) |
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bool IsKeyDown(int key) |
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{ |
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true; |
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else return false; |
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} |
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// Detect if a key has been released once |
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// Check if a key has been released once |
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bool IsKeyReleased(int key) |
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{ |
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bool released = false; |
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@ -3127,7 +3127,7 @@ bool IsKeyReleased(int key) |
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return released; |
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} |
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// Detect if a key is NOT being pressed (key not held down) |
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// Check if a key is NOT being pressed (key not held down) |
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bool IsKeyUp(int key) |
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{ |
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true; |
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@ -3189,7 +3189,7 @@ void SetExitKey(int key) |
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// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) |
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// Detect if a gamepad is available |
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// Check if a gamepad is available |
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bool IsGamepadAvailable(int gamepad) |
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{ |
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bool result = false; |
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@ -3211,7 +3211,7 @@ bool IsGamepadName(int gamepad, const char *name) |
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return result; |
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} |
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// Return gamepad internal name id |
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// Get gamepad internal name id |
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const char *GetGamepadName(int gamepad) |
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{ |
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#if defined(PLATFORM_DESKTOP) |
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@ -3225,7 +3225,7 @@ const char *GetGamepadName(int gamepad) |
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return NULL; |
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} |
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// Return gamepad axis count |
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// Get gamepad axis count |
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int GetGamepadAxisCount(int gamepad) |
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{ |
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) |
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@ -3237,7 +3237,7 @@ int GetGamepadAxisCount(int gamepad) |
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return CORE.Input.Gamepad.axisCount; |
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} |
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// Return axis movement vector for a gamepad |
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// Get axis movement vector for a gamepad |
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float GetGamepadAxisMovement(int gamepad, int axis) |
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{ |
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float value = 0; |
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@ -3248,7 +3248,7 @@ float GetGamepadAxisMovement(int gamepad, int axis) |
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return value; |
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} |
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// Detect if a gamepad button has been pressed once |
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// Check if a gamepad button has been pressed once |
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bool IsGamepadButtonPressed(int gamepad, int button) |
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{ |
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bool pressed = false; |
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@ -3260,7 +3260,7 @@ bool IsGamepadButtonPressed(int gamepad, int button) |
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return pressed; |
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} |
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// Detect if a gamepad button is being pressed |
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// Check if a gamepad button is being pressed |
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bool IsGamepadButtonDown(int gamepad, int button) |
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{ |
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bool result = false; |
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@ -3271,7 +3271,7 @@ bool IsGamepadButtonDown(int gamepad, int button) |
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return result; |
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} |
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// Detect if a gamepad button has NOT been pressed once |
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// Check if a gamepad button has NOT been pressed once |
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bool IsGamepadButtonReleased(int gamepad, int button) |
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{ |
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bool released = false; |
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@ -3283,7 +3283,7 @@ bool IsGamepadButtonReleased(int gamepad, int button) |
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return released; |
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} |
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// Detect if a gamepad button is NOT being pressed |
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// Check if a gamepad button is NOT being pressed |
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bool IsGamepadButtonUp(int gamepad, int button) |
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{ |
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bool result = false; |
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@ -3312,7 +3312,7 @@ int SetGamepadMappings(const char *mappings) |
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return result; |
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} |
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// Detect if a mouse button has been pressed once |
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// Check if a mouse button has been pressed once |
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bool IsMouseButtonPressed(int button) |
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{ |
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bool pressed = false; |
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@ -3325,7 +3325,7 @@ bool IsMouseButtonPressed(int button) |
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return pressed; |
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} |
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// Detect if a mouse button is being pressed |
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// Check if a mouse button is being pressed |
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bool IsMouseButtonDown(int button) |
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{ |
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bool down = false; |
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@ -3338,7 +3338,7 @@ bool IsMouseButtonDown(int button) |
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return down; |
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} |
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// Detect if a mouse button has been released once |
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// Check if a mouse button has been released once |
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bool IsMouseButtonReleased(int button) |
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{ |
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bool released = false; |
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@ -3351,7 +3351,7 @@ bool IsMouseButtonReleased(int button) |
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return released; |
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} |
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// Detect if a mouse button is NOT being pressed |
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// Check if a mouse button is NOT being pressed |
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bool IsMouseButtonUp(int button) |
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{ |
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return !IsMouseButtonDown(button); |
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@ -5569,7 +5569,7 @@ static void ProcessKeyboard(void) |
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// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 |
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if (keysBuffer[i] == 0x1b) |
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{ |
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// Detect ESC to stop program |
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// Check if ESCAPE key has been pressed to stop program |
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if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1; |
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else |
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{ |
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