diff --git a/src/core.c b/src/core.c index 44474b054..421c8d30e 100644 --- a/src/core.c +++ b/src/core.c @@ -276,8 +276,8 @@ #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number - #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) - #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events + #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) + #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events #endif #ifndef MAX_FILEPATH_LENGTH @@ -288,23 +288,29 @@ #endif #endif +#ifndef MAX_KEYBOARD_KEYS + #define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported +#endif +#ifndef MAX_MOUSE_BUTTONS + #define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported +#endif #ifndef MAX_GAMEPADS - #define MAX_GAMEPADS 4 // Max number of gamepads supported + #define MAX_GAMEPADS 4 // Maximum number of gamepads supported #endif #ifndef MAX_GAMEPAD_AXIS - #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) + #define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad) #endif #ifndef MAX_GAMEPAD_BUTTONS - #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) + #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad) #endif #ifndef MAX_TOUCH_POINTS #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 keys in the key input queue + #define MAX_KEY_PRESSED_QUEUE 16 // Maximum 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 + #define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue #endif #if defined(SUPPORT_DATA_STORAGE) @@ -314,7 +320,7 @@ #endif #ifndef MAX_DECOMPRESSION_SIZE - #define MAX_DECOMPRESSION_SIZE 64 // Max size allocated for decompression in MB + #define MAX_DECOMPRESSION_SIZE 64 // Maximum size allocated for decompression in MB #endif // Flags operation macros @@ -408,8 +414,8 @@ typedef struct CoreData { #endif struct { int exitKey; // Default exit key - char currentKeyState[512]; // Registers current frame key state - char previousKeyState[512]; // Registers previous frame key state + char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state + char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue int keyPressedQueueCount; // Input keys queue count @@ -432,12 +438,12 @@ typedef struct CoreData { bool cursorHidden; // Track if cursor is hidden bool cursorOnScreen; // Tracks if cursor is inside client area - char currentButtonState[MOUSE_BUTTON_MAX]; // Registers current mouse button state - char previousButtonState[MOUSE_BUTTON_MAX]; // Registers previous mouse button state + char currentButtonState[MAX_MOUSE_BUTTONS]; // Registers current mouse button state + char previousButtonState[MAX_MOUSE_BUTTONS]; // Registers previous mouse button state float currentWheelMove; // Registers current mouse wheel variation float previousWheelMove; // Registers previous mouse wheel variation #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) - char currentButtonStateEvdev[MOUSE_BUTTON_MAX]; // 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) + char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // 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 { @@ -449,9 +455,9 @@ typedef struct CoreData { int lastButtonPressed; // Register last gamepad button pressed int axisCount; // Register number of available gamepad axis bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready - float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state - char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state - char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state + char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state + char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state + float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state #if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) pthread_t threadId; // Gamepad reading thread id int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor @@ -1895,7 +1901,7 @@ void EndDrawing(void) double waitTime = CORE.Time.current - CORE.Time.previous; CORE.Time.previous = CORE.Time.current; - CORE.Time.frame += waitTime; // Total frame time: update + draw + wait + CORE.Time.frame += waitTime; // Total frame time: update + draw + wait } PollInputEvents(); // Poll user events @@ -3248,7 +3254,7 @@ bool IsGamepadButtonPressed(int gamepad, int button) bool pressed = false; if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.previousState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true; + (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true; else pressed = false; return pressed; @@ -3260,7 +3266,7 @@ bool IsGamepadButtonDown(int gamepad, int button) bool result = false; if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) result = true; + (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) result = true; return result; } @@ -3271,7 +3277,7 @@ bool IsGamepadButtonReleased(int gamepad, int button) bool released = false; if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.previousState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true; + (CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true; else released = false; return released; @@ -3283,7 +3289,7 @@ bool IsGamepadButtonUp(int gamepad, int button) bool result = false; if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) result = true; + (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) result = true; return result; } @@ -4623,7 +4629,7 @@ static void PollInputEvents(void) if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available { // Register previous gamepad states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k]; + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; } } #endif @@ -4636,7 +4642,7 @@ static void PollInputEvents(void) { if (CORE.Input.Gamepad.ready[i]) { - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k]; + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; } } @@ -4679,7 +4685,7 @@ static void PollInputEvents(void) if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available { // Register previous gamepad states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k]; + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; // Get current gamepad state // NOTE: There is no callback available, so we get it manually @@ -4721,10 +4727,10 @@ static void PollInputEvents(void) { if (buttons[k] == GLFW_PRESS) { - CORE.Input.Gamepad.currentState[i][button] = 1; + CORE.Input.Gamepad.currentButtonState[i][button] = 1; CORE.Input.Gamepad.lastButtonPressed = button; } - else CORE.Input.Gamepad.currentState[i][button] = 0; + else CORE.Input.Gamepad.currentButtonState[i][button] = 0; } } @@ -4737,8 +4743,8 @@ static void PollInputEvents(void) } // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) - CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); - CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); + CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1; } @@ -4763,7 +4769,7 @@ static void PollInputEvents(void) for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++) { // Register previous gamepad button states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k]; + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k]; EmscriptenGamepadEvent gamepadState; @@ -4802,10 +4808,10 @@ static void PollInputEvents(void) { if (gamepadState.digitalButton[j] == 1) { - CORE.Input.Gamepad.currentState[i][button] = 1; + CORE.Input.Gamepad.currentButtonState[i][button] = 1; CORE.Input.Gamepad.lastButtonPressed = button; } - else CORE.Input.Gamepad.currentState[i][button] = 0; + else CORE.Input.Gamepad.currentButtonState[i][button] = 0; } //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); @@ -5551,10 +5557,10 @@ static void ProcessKeyboard(void) bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call // Reset pressed keys array (it will be filled below) - if (bufferByteCount > 0) for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0; + if (bufferByteCount > 0) for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = 0; // Check keys from event input workers (This is the new keyboard reading method) - //for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.currentKeyStateEvdev[i]; + //for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.currentKeyStateEvdev[i]; // Fill all read bytes (looking for keys) for (int i = 0; i < bufferByteCount; i++) @@ -6225,7 +6231,7 @@ static void *GamepadThread(void *arg) if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) { // 1 - button pressed, 0 - button released - CORE.Input.Gamepad.currentState[i][gamepadEvent.number] = (int)gamepadEvent.value; + CORE.Input.Gamepad.currentButtonState[i][gamepadEvent.number] = (int)gamepadEvent.value; if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number; else CORE.Input.Gamepad.lastButtonPressed = -1; @@ -6456,7 +6462,7 @@ void UWPRegisterGamepadButton(int gamepad, int button, bool down) { if (button < MAX_GAMEPAD_BUTTONS) { - CORE.Input.Gamepad.currentState[gamepad][button] = down; + CORE.Input.Gamepad.currentButtonState[gamepad][button] = down; CORE.Input.Gamepad.lastButtonPressed = button; } } diff --git a/src/raylib.h b/src/raylib.h index e8f61f6ae..ee813cbf7 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -646,7 +646,6 @@ typedef enum { MOUSE_BUTTON_EXTRA = 4, MOUSE_BUTTON_FORWARD = 5, MOUSE_BUTTON_BACK = 6, - MOUSE_BUTTON_MAX = 7 } MouseButton; // Mouse cursor