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Reviewing automation events on web...

pull/3523/head
Ray 1 year ago
parent
commit
e4ea116857
3 changed files with 16 additions and 3 deletions
  1. +8
    -0
      examples/core/core_automation_events.c
  2. +1
    -1
      src/platforms/rcore_desktop.c
  3. +7
    -2
      src/platforms/rcore_web.c

+ 8
- 0
examples/core/core_automation_events.c View File

@ -211,6 +211,8 @@ int main(void)
eventRecording = false;
ExportAutomationEventList(aelist, "automation.rae");
TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
}
else
{
@ -245,6 +247,9 @@ int main(void)
// NOTE: Multiple events could be executed in a single frame
while (playFrameCounter == aelist.events[currentPlayFrame].frame)
{
TraceLog(LOG_INFO, "PLAYING: PlayFrameCount: %i | currentPlayFrame: %i | Event Frame: %i, param: %i | current Time: %f",
playFrameCounter, currentPlayFrame, aelist.events[currentPlayFrame].frame, aelist.events[currentPlayFrame].params[0]);
PlayAutomationEvent(aelist.events[currentPlayFrame]);
currentPlayFrame++;
@ -253,6 +258,9 @@ int main(void)
eventPlaying = false;
currentPlayFrame = 0;
playFrameCounter = 0;
TraceLog(LOG_INFO, "FINISH PLAYING!");
break;
}
}

+ 1
- 1
src/platforms/rcore_desktop.c View File

@ -1106,12 +1106,12 @@ void PollInputEvents(void)
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset key repeats
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
// Register previous keys states

+ 7
- 2
src/platforms/rcore_web.c View File

@ -559,12 +559,12 @@ void PollInputEvents(void)
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset key repeats
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
// Register previous keys states
@ -592,7 +592,6 @@ void PollInputEvents(void)
// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
CORE.Window.resizedLastFrame = false;
// Gamepad support using emscripten API
// NOTE: GLFW3 joystick functionality not available in web
@ -661,6 +660,12 @@ void PollInputEvents(void)
CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
}
}
CORE.Window.resizedLastFrame = false;
// This code does not seem to do anything??
//if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
//else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks)
}

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