From 96542269d0ad8f7be9cfb4f0e9d02df2c45703ff Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 18 Dec 2020 18:58:02 +0100 Subject: [PATCH] WARNING: GetKeyPressed() <-> GetCharPressed() #1336 Previous GetKeyPressed() method was actually returning unicode codepoints equivalent values instead of the key-code of the pressed key. So, it has been replaced by GetCharPressed(), returning unicode codepoints and GetKeyPressed() now returns key-codes. --- examples/text/text_input_box.c | 8 +- src/core.c | 216 ++++++++++++++++++++------------- src/raylib.h | 7 +- 3 files changed, 141 insertions(+), 90 deletions(-) diff --git a/examples/text/text_input_box.c b/examples/text/text_input_box.c index 0f35a581..1b35e21d 100644 --- a/examples/text/text_input_box.c +++ b/examples/text/text_input_box.c @@ -2,7 +2,7 @@ * * raylib [text] example - Input Box * -* This example has been created using raylib 1.7 (www.raylib.com) +* This example has been created using raylib 3.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2017 Ramon Santamaria (@raysan5) @@ -46,8 +46,8 @@ int main(void) // Set the window's cursor to the I-Beam SetMouseCursor(MOUSE_CURSOR_IBEAM); - // Get pressed key (character) on the queue - int key = GetKeyPressed(); + // Get char pressed (unicode character) on the queue + int key = GetCharPressed(); // Check if more characters have been pressed on the same frame while (key > 0) @@ -59,7 +59,7 @@ int main(void) letterCount++; } - key = GetKeyPressed(); // Check next character in the queue + key = GetCharPressed(); // Check next character in the queue } if (IsKeyPressed(KEY_BACKSPACE)) diff --git a/src/core.c b/src/core.c index 5ee78779..26dede00 100644 --- a/src/core.c +++ b/src/core.c @@ -299,7 +299,10 @@ #define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported #endif #ifndef MAX_KEY_PRESSED_QUEUE - #define MAX_KEY_PRESSED_QUEUE 16 // Max number of characters in the key input queue + #define MAX_KEY_PRESSED_QUEUE 16 // Max number of keys in the key input queue +#endif +#ifndef MAX_CHAR_PRESSED_QUEUE + #define MAX_CHAR_PRESSED_QUEUE 16 // Max number of characters in the char input queue #endif #if defined(SUPPORT_DATA_STORAGE) @@ -407,9 +410,13 @@ typedef struct CoreData { int exitKey; // Default exit key char currentKeyState[512]; // Registers current frame key state char previousKeyState[512]; // Registers previous frame key state + + int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue + int keyPressedQueueCount; // Input keys queue count - int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input characters queue - int keyPressedQueueCount; // Input characters queue count + int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue + int charPressedQueueCount; // Input characters queue count + #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) int defaultMode; // Default keyboard mode struct termios defaultSettings; // Default keyboard settings @@ -510,17 +517,19 @@ static void PollInputEvents(void); // Register user events #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed -static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed -static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move -static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel -static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area +// Window callbacks events static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window -static void WindowMaximizeCallback(GLFWwindow *window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized +// Input callbacks events +static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) +static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed +static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel +static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area #endif #if defined(PLATFORM_ANDROID) @@ -1457,17 +1466,17 @@ int GetMonitorCount(void) Vector2 GetMonitorPosition(int monitor) { #if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); + int monitorCount; + GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); - if ((monitor >= 0) && (monitor < monitorCount)) - { + if ((monitor >= 0) && (monitor < monitorCount)) + { int x, y; glfwGetMonitorPos(monitors[monitor], &x, &y); - const GLFWvidmode* mode = glfwGetVideoMode(monitors[monitor]); - return (Vector2){ (float)x, (float)y }; - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); + const GLFWvidmode* mode = glfwGetVideoMode(monitors[monitor]); + return (Vector2){ (float)x, (float)y }; + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); #endif return (Vector2){ 0, 0 }; } @@ -2726,7 +2735,8 @@ int GetKeyPressed(void) value = CORE.Input.Keyboard.keyPressedQueue[0]; // Shift elements 1 step toward the head. - for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1]; + for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) + CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1]; // Reset last character in the queue CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0; @@ -2736,6 +2746,28 @@ int GetKeyPressed(void) return value; } +// Get the last char pressed +int GetCharPressed(void) +{ + int value = 0; + + if (CORE.Input.Keyboard.charPressedQueueCount > 0) + { + // Get character from the queue head + value = CORE.Input.Keyboard.charPressedQueue[0]; + + // Shift elements 1 step toward the head. + for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++) + CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1]; + + // Reset last character in the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = 0; + CORE.Input.Keyboard.charPressedQueueCount--; + } + + return value; +} + // Set a custom key to exit program // NOTE: default exitKey is ESCAPE void SetExitKey(int key) @@ -3302,19 +3334,21 @@ static bool InitGraphicsDevice(int width, int height) TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); } + // Set window callback events glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default! - glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback); - glfwSetKeyCallback(CORE.Window.handle, KeyCallback); - glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback); - glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes - glfwSetCharCallback(CORE.Window.handle, CharCallback); - glfwSetScrollCallback(CORE.Window.handle, ScrollCallback); - glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback); - glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback); - glfwSetDropCallback(CORE.Window.handle, WindowDropCallback); #if !defined(PLATFORM_WEB) glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback); #endif + glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback); + glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback); + glfwSetDropCallback(CORE.Window.handle, WindowDropCallback); + // Set input callback events + glfwSetKeyCallback(CORE.Window.handle, KeyCallback); + glfwSetCharCallback(CORE.Window.handle, CharCallback); + glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback); + glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes + glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback); + glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback); glfwMakeContextCurrent(CORE.Window.handle); @@ -4189,8 +4223,9 @@ static void PollInputEvents(void) UpdateGestures(); #endif - // Reset key pressed registered + // Reset keys/chars pressed registered CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; #if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) // Reset last gamepad button/axis registered state @@ -4465,15 +4500,50 @@ static void ErrorCallback(int error, const char *description) TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description); } -// GLFW3 Srolling Callback, runs on mouse wheel -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) + +// GLFW3 WindowSize Callback, runs when window is resizedLastFrame +// NOTE: Window resizing not allowed by default +static void WindowSizeCallback(GLFWwindow *window, int width, int height) { - CORE.Input.Mouse.currentWheelMove = (float)yoffset; + SetupViewport(width, height); // Reset viewport and projection matrix for new size + + // Set current screen size + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + + // NOTE: Postprocessing texture is not scaled to new size + + CORE.Window.resizedLastFrame = true; +} + +// GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowIconifyCallback(GLFWwindow *window, int iconified) +{ + if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified + else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored +} + +// GLFW3 WindowMaximize Callback, runs when window is maximized/restored +static void WindowMaximizeCallback(GLFWwindow *window, int maximized) +{ + if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized + else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored +} + +// GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowFocusCallback(GLFWwindow *window, int focused) +{ + if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused + else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus } // GLFW3 Keyboard Callback, runs on key pressed static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) { + //TRACELOG(LOG_DEBUG, "Key Callback: KEY:%i(%c) - SCANCODE:%i (STATE:%i)", key, key, scancode, action); + if (key == CORE.Input.Keyboard.exitKey && action == GLFW_PRESS) { glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE); @@ -4536,6 +4606,33 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i // to work properly with our implementation (IsKeyDown/IsKeyUp checks) if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0; else CORE.Input.Keyboard.currentKeyState[key] = 1; + + // Check if there is space available in the key queue + if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_RELEASE)) + { + // Add character to the queue + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + } + } +} + +// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value) +static void CharCallback(GLFWwindow *window, unsigned int key) +{ + //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key); + + // NOTE: Registers any key down considering OS keyboard layout but + // do not detects action events, those should be managed by user... + // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 + // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char + + // Check if there is space available in the queue + if (CORE.Input.Keyboard.charPressedQueueCount < MAX_KEY_PRESSED_QUEUE) + { + // Add character to the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key; + CORE.Input.Keyboard.charPressedQueueCount++; } } @@ -4605,21 +4702,10 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) #endif } -// GLFW3 Char Key Callback, runs on key down (get unicode char value) -static void CharCallback(GLFWwindow *window, unsigned int key) +// GLFW3 Srolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset) { - // NOTE: Registers any key down considering OS keyboard layout but - // do not detects action events, those should be managed by user... - // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 - // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char - - // Check if there is space available in the queue - if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) - { - // Add character to the queue - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; - CORE.Input.Keyboard.keyPressedQueueCount++; - } + CORE.Input.Mouse.currentWheelMove = (float)yoffset; } // GLFW3 CursorEnter Callback, when cursor enters the window @@ -4629,44 +4715,6 @@ static void CursorEnterCallback(GLFWwindow *window, int enter) else CORE.Input.Mouse.cursorOnScreen = false; } -// GLFW3 WindowSize Callback, runs when window is resizedLastFrame -// NOTE: Window resizing not allowed by default -static void WindowSizeCallback(GLFWwindow *window, int width, int height) -{ - SetupViewport(width, height); // Reset viewport and projection matrix for new size - - // Set current screen size - CORE.Window.screen.width = width; - CORE.Window.screen.height = height; - CORE.Window.currentFbo.width = width; - CORE.Window.currentFbo.height = height; - - // NOTE: Postprocessing texture is not scaled to new size - - CORE.Window.resizedLastFrame = true; -} - -// GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowIconifyCallback(GLFWwindow *window, int iconified) -{ - if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified - else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored -} - -// GLFW3 WindowMaximize Callback, runs when window is maximized/restored -static void WindowMaximizeCallback(GLFWwindow *window, int maximized) -{ - if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized - else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored -} - -// GLFW3 WindowFocus Callback, runs when window get/lose focus -static void WindowFocusCallback(GLFWwindow *window, int focused) -{ - if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused - else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus -} - // GLFW3 Window Drop Callback, runs when drop files into window // NOTE: Paths are stored in dynamic memory for further retrieval // Everytime new files are dropped, old ones are discarded diff --git a/src/raylib.h b/src/raylib.h index 75ed3ffb..fe0ce04c 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -492,7 +492,9 @@ typedef enum { LOG_NONE // Disable logging } TraceLogType; -// Keyboard keys +// Keyboard keys (US keyboard layout) +// NOTE: Use GetKeyPressed() to allow redefining +// required keys for alternative layouts typedef enum { // Alphanumeric keys KEY_APOSTROPHE = 39, @@ -1015,7 +1017,8 @@ RLAPI bool IsKeyDown(int key); // Detect if a key RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -RLAPI int GetKeyPressed(void); // Get key pressed, call it multiple times for chars queued +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued // Input-related functions: gamepads RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available