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@ -389,15 +389,15 @@ typedef struct CoreData { |
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bool resizedLastFrame; // Check if window has been resized last frame |
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bool eventWaiting; // Wait for events before ending frame |
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Point position; // Window position on screen (required on fullscreen toggle) |
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Point position; // Window position (required on fullscreen toggle) |
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Point previousPosition; // Window previous position (required on borderless windowed toggle) |
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Size display; // Display width and height (monitor, device-screen, LCD, ...) |
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Size screen; // Screen width and height (used render area) |
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Size previousScreen; // Screen previous width and height (required on borderless windowed toggle) |
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Size currentFbo; // Current render width and height (depends on active fbo) |
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Size render; // Framebuffer width and height (render area, including black bars if required) |
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Point renderOffset; // Offset from render area (must be divided by 2) |
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Matrix screenScale; // Matrix to scale screen (framebuffer rendering) |
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Point previousPosition; // Previous screen position (required on borderless windowed toggle) |
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Size previousScreen; // Previous screen size (required on borderless windowed toggle) |
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char **dropFilepaths; // Store dropped files paths pointers (provided by GLFW) |
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unsigned int dropFileCount; // Count dropped files strings |
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@ -3753,10 +3753,12 @@ void OpenURL(const char *url) |
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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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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false; |
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bool pressed = false; |
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if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true; |
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS)) |
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{ |
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if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true; |
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} |
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return pressed; |
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} |
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@ -3764,26 +3766,38 @@ bool IsKeyPressed(int key) |
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// Check if a key has been pressed again (only PLATFORM_DESKTOP) |
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bool IsKeyPressedRepeat(int key) |
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{ |
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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false; |
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if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) return true; |
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else return false; |
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bool repeat = false; |
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS)) |
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{ |
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if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) repeat = true; |
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} |
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return repeat; |
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} |
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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 ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false; |
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true; |
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else return false; |
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bool down = false; |
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS)) |
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{ |
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) down = true; |
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} |
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return down; |
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} |
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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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if ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false; |
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bool released = false; |
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if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true; |
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS)) |
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{ |
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if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true; |
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} |
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return released; |
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} |
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@ -3791,9 +3805,14 @@ bool IsKeyReleased(int key) |
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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 ((key < 0) || (key >= MAX_KEYBOARD_KEYS)) return false; |
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true; |
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else return false; |
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bool up = false; |
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS)) |
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{ |
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) up = true; |
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} |
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return up; |
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} |
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// Get the last key pressed |
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@ -3806,7 +3825,7 @@ int GetKeyPressed(void) |
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// Get character from the queue head |
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value = CORE.Input.Keyboard.keyPressedQueue[0]; |
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// Shift elements 1 step toward the head. |
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// Shift elements 1 step toward the head |
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for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) |
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CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1]; |
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@ -3828,7 +3847,7 @@ int GetCharPressed(void) |
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// Get character from the queue head |
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value = CORE.Input.Keyboard.charPressedQueue[0]; |
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// Shift elements 1 step toward the head. |
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// Shift elements 1 step toward the head |
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for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++) |
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CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1]; |
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@ -3864,18 +3883,23 @@ bool IsGamepadAvailable(int gamepad) |
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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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const char *name = NULL; |
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#if defined(PLATFORM_DESKTOP) |
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if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad); |
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else return NULL; |
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if (CORE.Input.Gamepad.ready[gamepad]) name = glfwGetJoystickName(gamepad); |
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#endif |
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#if defined(PLATFORM_DRM) |
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if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]); |
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return CORE.Input.Gamepad.name[gamepad]; |
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if (CORE.Input.Gamepad.ready[gamepad]) |
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{ |
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ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]); |
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name = CORE.Input.Gamepad.name[gamepad]; |
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} |
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#endif |
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#if defined(PLATFORM_WEB) |
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return CORE.Input.Gamepad.name[gamepad]; |
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n">name = CORE.Input.Gamepad.name[gamepad]; |
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#endif |
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return NULL; |
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return name; |
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} |
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// Get gamepad axis count |
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@ -3915,12 +3939,12 @@ bool IsGamepadButtonPressed(int gamepad, int button) |
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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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bool down = false; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) result = true; |
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true; |
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return result; |
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return down; |
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} |
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// Check if a gamepad button has NOT been pressed once |
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@ -3937,12 +3961,12 @@ bool IsGamepadButtonReleased(int gamepad, int button) |
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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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bool up = false; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) result = true; |
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true; |
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return result; |
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return up; |
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} |
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// Get the last gamepad button pressed |
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@ -3983,7 +4007,7 @@ bool IsMouseButtonDown(int button) |
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if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true; |
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// ">Map touches to mouse buttons checking |
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// l">NOTE: Touches are considered like mouse buttons |
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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true; |
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return down; |
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@ -4005,7 +4029,14 @@ bool IsMouseButtonReleased(int button) |
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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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bool up = false; |
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if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true; |
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// NOTE: Touches are considered like mouse buttons |
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if (CORE.Input.Touch.currentTouchState[button] == 0) up = true; |
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return up; |
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} |
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// Get mouse position X |
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@ -4032,10 +4063,13 @@ int GetMouseY(void) |
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Vector2 GetMousePosition(void) |
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{ |
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Vector2 position = { 0 }; |
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// TODO: Review touch position on PLATFORM_WEB |
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#if defined(PLATFORM_ANDROID) //|| defined(PLATFORM_WEB) |
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position = GetTouchPosition(0); |
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#else |
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// NOTE: On PLATFORM_WEB, even on canvas scaling, mouse position is proportionally returned |
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position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x; |
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position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y; |
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#endif |
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