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@ -128,12 +128,12 @@ |
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//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" |
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#define MOUSE_SENSITIVITY 0.8f |
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#define MAX_GAMEPADS 2 // Max number of gamepads supported |
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#define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad) |
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) |
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#endif |
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#define MAX_GAMEPADS 4 // Max number of gamepads supported |
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#define MAX_GAMEPAD_BUTTONS 11 // Max bumber of buttons supported (per gamepad) |
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) |
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#define RL_LOAD_DEFAULT_FONT // Load default font on window initialization (module: text) |
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//---------------------------------------------------------------------------------- |
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@ -174,15 +174,11 @@ static int defaultKeyboardMode; // Used to store default keyboar |
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// Mouse input variables |
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static int mouseStream = -1; // Mouse device file descriptor |
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static bool mouseReady = false; // Flag to know if mouse is ready |
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pthread_t mouseThreadId; // Mouse reading thread id |
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static pthread_t mouseThreadId; // Mouse reading thread id |
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// Gamepad input variables |
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static int gamepadStream[MAX_GAMEPADS] = { -1 }; // Gamepad device file descriptor (two gamepads supported) |
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static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready (two gamepads supported) |
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pthread_t gamepadThreadId; // Gamepad reading thread id |
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int gamepadButtons[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Gamepad buttons state |
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float gamepadAxisValues[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state |
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static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor |
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static pthread_t gamepadThreadId; // Gamepad reading thread id |
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#endif |
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) |
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@ -207,18 +203,23 @@ static Matrix downscaleView; // Matrix to downscale view (in case |
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static const char *windowTitle; // Window text title... |
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static bool cursorOnScreen = false; // Tracks if cursor is inside client area |
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static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once |
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static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once |
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// Register keyboard states |
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static char previousKeyState[512] = { 0 }; // Registers previous frame key state |
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static char currentKeyState[512] = { 0 }; // Registers current frame key state |
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static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once |
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static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once |
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// Register mouse states |
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static char previousMouseState[3] = { 0 }; // Registers previous mouse button state |
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static char currentMouseState[3] = { 0 }; // Registers current mouse button state |
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static int previousMouseWheelY = 0; // Registers previous mouse wheel variation |
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static int currentMouseWheelY = 0; // Registers current mouse wheel variation |
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static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once |
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static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once |
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static int previousMouseWheelY = 0; // Required to track mouse wheel variation |
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static int currentMouseWheelY = 0; // Required to track mouse wheel variation |
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// Register gamepads states |
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static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready |
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static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state |
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static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 }; |
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static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS] = { 0 }; |
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// Keyboard configuration |
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static int exitKey = KEY_ESCAPE; // Default exit key (ESC) |
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static int lastKeyPressed = -1; // Register last key pressed |
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@ -1157,11 +1158,7 @@ bool IsGamepadAvailable(int gamepad) |
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{ |
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bool result = false; |
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#if defined(PLATFORM_RPI) |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true; |
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#else |
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if (glfwJoystickPresent(gamepad) == 1) result = true; |
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#endif |
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return result; |
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} |
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@ -1182,19 +1179,10 @@ float GetGamepadAxisMovement(int gamepad, int axis) |
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{ |
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float value = 0; |
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#if defined(PLATFORM_RPI) |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) |
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{ |
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if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisValues[gamepad][axis]; |
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if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisState[gamepad][axis]; |
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} |
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#else |
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const float *axes; |
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int axisCount = 0; |
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axes = glfwGetJoystickAxes(gamepad, &axisCount); |
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if (axis < axisCount) value = axes[axis]; |
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#endif |
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return value; |
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} |
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@ -1204,19 +1192,9 @@ bool IsGamepadButtonPressed(int gamepad, int button) |
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{ |
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bool pressed = false; |
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if ((currentGamepadState[button] != previousGamepadState[button]) && (currentGamepadState[button] == 1)) pressed = true; |
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else pressed = false; |
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/* |
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currentGamepadState[button] = IsGamepadButtonDown(gamepad, button); |
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if (currentGamepadState[button] != previousGamepadState[button]) |
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{ |
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if (currentGamepadState[button]) pressed = true; |
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previousGamepadState[button] = currentGamepadState[button]; |
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} |
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else pressed = false; |
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*/ |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && |
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(currentGamepadState[gamepad][button] == 1)) pressed = true; |
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return pressed; |
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} |
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@ -1226,21 +1204,8 @@ bool IsGamepadButtonDown(int gamepad, int button) |
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{ |
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bool result = false; |
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#if defined(PLATFORM_RPI) |
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// Get gamepad buttons information |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 1)) result = true; |
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else result = false; |
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#else |
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const unsigned char *buttons; |
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int buttonsCount; |
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buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); |
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if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) result = true; |
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else result = false; |
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//result = currentGamepadState[button]; |
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#endif |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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(currentGamepadState[gamepad][button] == 1)) result = true; |
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return result; |
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} |
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@ -1249,21 +1214,11 @@ bool IsGamepadButtonDown(int gamepad, int button) |
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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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currentGamepadState[button] = IsGamepadButtonUp(gamepad, button); |
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if ((currentGamepadState[button] != previousGamepadState[button]) && (currentGamepadState[button] == 0)) released = true; |
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else released = false; |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && |
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(currentGamepadState[gamepad][button] == 0)) released = true; |
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/* |
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if (currentGamepadState[button] != previousGamepadState[button]) |
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{ |
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if (currentGamepadState[button]) released = true; |
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previousGamepadState[button] = currentGamepadState[button]; |
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} |
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else released = false; |
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*/ |
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return released; |
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} |
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@ -1272,19 +1227,8 @@ bool IsGamepadButtonUp(int gamepad, int button) |
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{ |
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bool result = false; |
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#if defined(PLATFORM_RPI) |
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// Get gamepad buttons information |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (gamepadButtons[gamepad][button] == 0)) result = true; |
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else result = false; |
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#else |
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const unsigned char *buttons; |
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int buttonsCount; |
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buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); |
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if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE)) result = true; |
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else result = false; |
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#endif |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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(currentGamepadState[gamepad][button] == 0)) result = true; |
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return result; |
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} |
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@ -2008,22 +1952,41 @@ static void PollInputEvents(void) |
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previousMouseWheelY = currentMouseWheelY; |
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currentMouseWheelY = 0; |
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// Register previous gamepad states |
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for (int i = 0; i < 32; i++) previousGamepadState[i] = currentGamepadState[i]; |
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// Get current gamepad state (no callback) |
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if (glfwJoystickPresent(GAMEPAD_PLAYER1)) |
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// Register gamepads buttons events |
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for (int i = 0; i < MAX_GAMEPADS; i++) |
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{ |
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const unsigned char *buttons; |
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int buttonsCount; |
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buttons = glfwGetJoystickButtons(GAMEPAD_PLAYER1, &buttonsCount); |
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for (int i = 0; (buttons != NULL) && (buttonsCount < 32) && (i < buttonsCount); i++) |
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if (glfwJoystickPresent(i)) // Check if gamepad is available |
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{ |
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if (buttons[i] == GLFW_PRESS) currentGamepadState[i] = true; |
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else currentGamepadState[i] = false; |
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gamepadReady[i] = true; |
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// Register previous gamepad states |
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; |
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// Get current gamepad state |
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// NOTE: There is no callback available, so we get it manually |
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const unsigned char *buttons; |
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int buttonsCount; |
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buttons = glfwGetJoystickButtons(i, &buttonsCount); |
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for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) |
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{ |
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if (buttons[i] == GLFW_PRESS) currentGamepadState[i][k] = 1; |
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else currentGamepadState[i][k] = 0; |
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} |
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// Get current axis state |
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const float *axes; |
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int axisCount = 0; |
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axes = glfwGetJoystickAxes(i, &axisCount); |
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for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) |
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{ |
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gamepadAxisState[i][k] = axes[k]; |
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} |
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} |
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else gamepadReady[i] = false; |
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} |
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glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! |
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@ -2854,7 +2817,7 @@ static void *GamepadThread(void *arg) |
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if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) |
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{ |
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// 1 - button pressed, 0 - button released |
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gamepadButtons[i][gamepadEvent.number] = (int)gamepadEvent.value; |
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currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; |
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} |
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} |
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else if (gamepadEvent.type == JS_EVENT_AXIS) |
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@ -2864,7 +2827,7 @@ static void *GamepadThread(void *arg) |
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if (gamepadEvent.number < MAX_GAMEPAD_AXIS) |
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{ |
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// NOTE: Scaling of gamepadEvent.value to get values between -1..1 |
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gamepadAxisValues[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; |
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gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; |
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} |
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} |
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} |
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