Make mouse inputs available on Android for...
... easy code porting, transalating them to touches and gestures internally. Removed function SetCustomCursor(), it can be managed by the user.
This commit is contained in:
parent
0da88ac5c5
commit
6b5e18e6bf
2 changed files with 148 additions and 132 deletions
245
src/core.c
245
src/core.c
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@ -195,26 +195,19 @@ static int renderOffsetY = 0; // Offset Y from render area (must b
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static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
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static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
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static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size)
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static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size)
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static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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static const char *windowTitle; // Window text title...
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static const char *windowTitle; // Window text title...
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static bool customCursor = false; // Tracks if custom cursor has been set
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static bool cursorOnScreen = false; // Tracks if cursor is inside client area
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static bool cursorOnScreen = false; // Tracks if cursor is inside client area
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static Texture2D cursor; // Cursor texture
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static Vector2 mousePosition; // Mouse position on screen
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static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once
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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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static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once
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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 char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
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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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static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
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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 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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static int currentMouseWheelY = 0; // Required to track mouse wheel variation
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@ -224,6 +217,9 @@ static int lastKeyPressed = -1; // Register last key pressed
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static bool cursorHidden; // Track if cursor is hidden
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static bool cursorHidden; // Track if cursor is hidden
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#endif
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#endif
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static Vector2 mousePosition; // Mouse position on screen
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static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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static char **dropFilesPath; // Store dropped files paths as strings
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static char **dropFilesPath; // Store dropped files paths as strings
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static int dropFilesCount = 0; // Count stored strings
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static int dropFilesCount = 0; // Count stored strings
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@ -494,29 +490,6 @@ void ToggleFullscreen(void)
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#endif
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#endif
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}
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}
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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// Set a custom cursor icon/image
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void SetCustomCursor(const char *cursorImage)
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{
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if (customCursor) UnloadTexture(cursor);
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cursor = LoadTexture(cursorImage);
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#if defined(PLATFORM_DESKTOP)
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// NOTE: emscripten not implemented
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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#endif
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customCursor = true;
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}
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// Set a custom key to exit program
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// NOTE: default exitKey is ESCAPE
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void SetExitKey(int key)
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{
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exitKey = key;
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}
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#endif
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// Get current screen width
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// Get current screen width
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int GetScreenWidth(void)
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int GetScreenWidth(void)
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{
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{
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@ -1032,78 +1005,11 @@ int GetKeyPressed(void)
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return lastKeyPressed;
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return lastKeyPressed;
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}
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}
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// Detect if a mouse button has been pressed once
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// Set a custom key to exit program
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bool IsMouseButtonPressed(int button)
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// NOTE: default exitKey is ESCAPE
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void SetExitKey(int key)
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{
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{
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bool pressed = false;
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exitKey = key;
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if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
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else pressed = false;
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return pressed;
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}
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// Detect if a mouse button is being pressed
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bool IsMouseButtonDown(int button)
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{
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if (GetMouseButtonStatus(button) == 1) return true;
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else return false;
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}
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// Detect if a mouse button has been released once
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bool IsMouseButtonReleased(int button)
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{
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bool released = false;
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if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
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else released = false;
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return released;
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}
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// Detect if a mouse button is NOT being pressed
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bool IsMouseButtonUp(int button)
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{
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if (GetMouseButtonStatus(button) == 0) return true;
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else return false;
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}
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// Returns mouse position X
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int GetMouseX(void)
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{
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return (int)mousePosition.x;
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}
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// Returns mouse position Y
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int GetMouseY(void)
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{
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return (int)mousePosition.y;
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}
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// Returns mouse position XY
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Vector2 GetMousePosition(void)
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{
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return mousePosition;
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}
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// Set mouse position XY
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void SetMousePosition(Vector2 position)
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{
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mousePosition = position;
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// NOTE: emscripten not implemented
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glfwSetCursorPos(window, position.x, position.y);
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#endif
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}
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// Returns mouse wheel movement Y
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int GetMouseWheelMove(void)
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{
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#if defined(PLATFORM_WEB)
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return previousMouseWheelY/100;
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#else
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return previousMouseWheelY;
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#endif
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}
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}
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// Hide mouse cursor
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// Hide mouse cursor
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@ -1280,6 +1186,111 @@ bool IsGamepadButtonUp(int gamepad, int button)
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}
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}
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#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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// Detect if a mouse button has been pressed once
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bool IsMouseButtonPressed(int button)
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{
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bool pressed = false;
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected() && (GetGestureType() == GESTURE_TAP)) pressed = true;
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#else
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if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
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#endif
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return pressed;
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}
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// Detect if a mouse button is being pressed
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bool IsMouseButtonDown(int button)
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{
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bool down = false;
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected() && (GetGestureType() == GESTURE_HOLD)) down = true;
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#else
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if (GetMouseButtonStatus(button) == 1) down = true;
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#endif
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return down;
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}
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// Detect if a mouse button has been released once
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bool IsMouseButtonReleased(int button)
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{
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bool released = false;
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#if !defined(PLATFORM_ANDROID)
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if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
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#endif
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return released;
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}
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// Detect if a mouse button is NOT being pressed
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bool IsMouseButtonUp(int button)
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{
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bool up = false;
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#if !defined(PLATFORM_ANDROID)
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if (GetMouseButtonStatus(button) == 0) up = true;
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#endif
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return up;
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}
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// Returns mouse position X
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int GetMouseX(void)
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{
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#if defined(PLATFORM_ANDROID)
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return (int)touchPosition[0].x;
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#else
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return (int)mousePosition.x;
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#endif
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}
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// Returns mouse position Y
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int GetMouseY(void)
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{
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#if defined(PLATFORM_ANDROID)
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return (int)touchPosition[0].x;
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#else
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return (int)mousePosition.y;
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#endif
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}
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// Returns mouse position XY
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Vector2 GetMousePosition(void)
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{
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#if defined(PLATFORM_ANDROID)
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return GetTouchPosition(0);
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#else
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return mousePosition;
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#endif
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}
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// Set mouse position XY
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void SetMousePosition(Vector2 position)
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{
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mousePosition = position;
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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// NOTE: emscripten not implemented
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glfwSetCursorPos(window, position.x, position.y);
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#endif
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}
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// Returns mouse wheel movement Y
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int GetMouseWheelMove(void)
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{
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#if defined(PLATFORM_ANDROID)
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return 0;
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#elif defined(PLATFORM_WEB)
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return previousMouseWheelY/100;
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#else
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return previousMouseWheelY;
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#endif
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}
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// Returns touch position X
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// Returns touch position X
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int GetTouchX(void)
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int GetTouchX(void)
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{
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{
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@ -1376,7 +1387,7 @@ static void InitDisplay(int width, int height)
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// Downscale matrix is required in case desired screen area is bigger than display area
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// Downscale matrix is required in case desired screen area is bigger than display area
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downscaleView = MatrixIdentity();
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downscaleView = MatrixIdentity();
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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glfwSetErrorCallback(ErrorCallback);
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glfwSetErrorCallback(ErrorCallback);
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// Screen size security check
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// Screen size security check
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if (screenWidth <= 0) screenWidth = displayWidth;
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if (screenWidth <= 0) screenWidth = displayWidth;
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if (screenHeight <= 0) screenHeight = displayHeight;
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if (screenHeight <= 0) screenHeight = displayHeight;
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#elif defined(PLATFORM_WEB)
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#endif // defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_WEB)
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displayWidth = screenWidth;
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displayWidth = screenWidth;
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displayHeight = screenHeight;
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displayHeight = screenHeight;
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#endif
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#endif // defined(PLATFORM_WEB)
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glfwDefaultWindowHints(); // Set default windows hints
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glfwDefaultWindowHints(); // Set default windows hints
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// TODO: Check modes[i]->width;
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// TODO: Check modes[i]->width;
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// TODO: Check modes[i]->height;
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// TODO: Check modes[i]->height;
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}
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}
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window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
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window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
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}
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}
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else
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else
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}
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}
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//glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window
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//glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window
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#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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fullscreen = true;
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fullscreen = true;
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// Screen size security check
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// Screen size security check
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//ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size
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//ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size
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surface = eglCreateWindowSurface(display, config, app->window, NULL);
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surface = eglCreateWindowSurface(display, config, app->window, NULL);
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#endif // defined(PLATFORM_ANDROID)
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#elif defined(PLATFORM_RPI)
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#if defined(PLATFORM_RPI)
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graphics_get_display_size(0, &displayWidth, &displayHeight);
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graphics_get_display_size(0, &displayWidth, &displayHeight);
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// At this point we need to manage render size vs screen size
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// At this point we need to manage render size vs screen size
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surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
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surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
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//---------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------
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#endif
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#endif // defined(PLATFORM_RPI)
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// There must be at least one frame displayed before the buffers are swapped
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// There must be at least one frame displayed before the buffers are swapped
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//eglSwapInterval(display, 1);
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//eglSwapInterval(display, 1);
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TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight);
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TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight);
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TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
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TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
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}
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}
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#endif
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#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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}
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}
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// Initialize OpenGL graphics
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// Initialize OpenGL graphics
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static void InitGraphics(void)
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static void InitGraphics(void)
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{
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{
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rlglInit(); // Init rlgl
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rlglInit(); // Init rlgl
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#if defined(PLATFORM_OCULUS)
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//rlglInitOculus(); // Init rlgl for Oculus Rift (required textures)
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#endif
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rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
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rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
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@ -2153,7 +2172,7 @@ static bool GetMouseButtonStatus(int button)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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return glfwGetMouseButton(window, button);
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return glfwGetMouseButton(window, button);
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#elif defined(PLATFORM_ANDROID)
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#elif defined(PLATFORM_ANDROID)
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// TODO: Check for virtual keyboard
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// TODO: Check for virtual mouse
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return false;
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return false;
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#elif defined(PLATFORM_RPI)
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#elif defined(PLATFORM_RPI)
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// NOTE: Mouse buttons states are filled in PollInputEvents()
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// NOTE: Mouse buttons states are filled in PollInputEvents()
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||||||
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35
src/raylib.h
35
src/raylib.h
|
@ -557,13 +557,15 @@ void CloseWindow(void); // Close Window and
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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#endif
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int GetScreenWidth(void); // Get current screen width
|
int GetScreenWidth(void); // Get current screen width
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int GetScreenHeight(void); // Get current screen height
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int GetScreenHeight(void); // Get current screen height
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||||||
|
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||||||
|
void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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||||||
|
void EnableCursor(void); // Enables cursor
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||||||
|
void DisableCursor(void); // Disables cursor
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||||||
|
|
||||||
void ClearBackground(Color color); // Sets Background Color
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void ClearBackground(Color color); // Sets Background Color
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||||||
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
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void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
|
void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
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||||||
|
@ -610,6 +612,15 @@ bool IsKeyDown(int key); // Detect if a key is be
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bool IsKeyReleased(int key); // Detect if a key has been released once
|
bool IsKeyReleased(int key); // Detect if a key has been released once
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||||||
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
|
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
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||||||
int GetKeyPressed(void); // Get latest key pressed
|
int GetKeyPressed(void); // Get latest key pressed
|
||||||
|
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
|
||||||
|
|
||||||
|
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
||||||
|
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
||||||
|
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
||||||
|
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
||||||
|
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
||||||
|
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
||||||
|
#endif
|
||||||
|
|
||||||
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
|
||||||
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
|
||||||
|
@ -621,20 +632,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio
|
||||||
void SetMousePosition(Vector2 position); // Set mouse position XY
|
void SetMousePosition(Vector2 position); // Set mouse position XY
|
||||||
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
|
||||||
|
|
||||||
void ShowCursor(void); // Shows cursor
|
|
||||||
void HideCursor(void); // Hides cursor
|
|
||||||
void EnableCursor(void); // Enables cursor
|
|
||||||
void DisableCursor(void); // Disables cursor
|
|
||||||
bool IsCursorHidden(void); // Returns true if cursor is not visible
|
|
||||||
|
|
||||||
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
|
|
||||||
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
|
|
||||||
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
|
|
||||||
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
|
|
||||||
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
|
|
||||||
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
|
|
||||||
#endif
|
|
||||||
|
|
||||||
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
|
||||||
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
|
||||||
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
|
||||||
|
@ -649,7 +646,7 @@ bool IsButtonReleased(int button); // Detect if an android
|
||||||
// Gestures and Touch Handling Functions (Module: gestures)
|
// Gestures and Touch Handling Functions (Module: gestures)
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
|
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
|
||||||
void UpdateGestures(void); // Update gestures detected (must be called every frame)
|
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
|
||||||
bool IsGestureDetected(void); // Check if a gesture have been detected
|
bool IsGestureDetected(void); // Check if a gesture have been detected
|
||||||
int GetGestureType(void); // Get latest detected gesture
|
int GetGestureType(void); // Get latest detected gesture
|
||||||
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue