REDESIGNED input system for better mouse/touch support
This commit is contained in:
parent
1ee6290fcf
commit
7428747ef0
1 changed files with 58 additions and 69 deletions
123
src/core.c
123
src/core.c
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@ -398,18 +398,18 @@ typedef struct CoreData {
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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bool cursorLockRequired; // Ask for cursor pointer lock on next click
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bool cursorLockRequired; // Ask for cursor pointer lock on next click
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#endif
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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char currentButtonState[3]; // Registers current mouse button state
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char currentButtonState[3]; // Registers current mouse button state
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char previousButtonState[3]; // Registers previous mouse button state
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char previousButtonState[3]; // Registers previous mouse button state
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int currentWheelMove; // Registers current mouse wheel variation
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int currentWheelMove; // Registers current mouse wheel variation
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int previousWheelMove; // Registers previous mouse wheel variation
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int previousWheelMove; // Registers previous mouse wheel variation
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#endif
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#if defined(PLATFORM_RPI)
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#if defined(PLATFORM_RPI)
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char currentButtonStateEvdev[3]; // 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)
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char currentButtonStateEvdev[3]; // 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)
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#endif
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#endif
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} Mouse;
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} Mouse;
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struct {
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struct {
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Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
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Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
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char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
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char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
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} Touch;
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} Touch;
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struct {
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struct {
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int lastButtonPressed; // Register last gamepad button pressed
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int lastButtonPressed; // Register last gamepad button pressed
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@ -477,8 +477,8 @@ static void SwapBuffers(void); // Copy back buffer to f
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static void InitTimer(void); // Initialize timer
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static void InitTimer(void); // Initialize timer
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static bool GetKeyStatus(int key); // Returns if a key has been pressed
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//static int GetKeyState(int key);
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static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
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//static int GetMouseButtonState(int button);
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static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
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static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
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static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
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static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
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static void PollInputEvents(void); // Register user events
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static void PollInputEvents(void); // Register user events
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@ -1718,8 +1718,8 @@ Color ColorFromNormalized(Vector4 normalized)
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// NOTE: Hue is returned as degrees [0..360]
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// NOTE: Hue is returned as degrees [0..360]
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Vector3 ColorToHSV(Color color)
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Vector3 ColorToHSV(Color color)
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{
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{
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Vector3 hsv = { 0 };
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Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
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Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
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Vector3 hsv = { 0.0f, 0.0f, 0.0f };
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float min, max, delta;
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float min, max, delta;
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min = rgb.x < rgb.y? rgb.x : rgb.y;
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min = rgb.x < rgb.y? rgb.x : rgb.y;
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@ -2315,7 +2315,7 @@ bool IsKeyPressed(int key)
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// Detect if a key is being pressed (key held down)
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// Detect if a key is being pressed (key held down)
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bool IsKeyDown(int key)
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bool IsKeyDown(int key)
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{
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{
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if (GetKeyStatus(key) == 1) return true;
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
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else return false;
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else return false;
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}
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}
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@ -2333,7 +2333,7 @@ bool IsKeyReleased(int key)
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// Detect if a key is NOT being pressed (key not held down)
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// Detect if a key is NOT being pressed (key not held down)
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bool IsKeyUp(int key)
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bool IsKeyUp(int key)
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{
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{
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if (GetKeyStatus(key) == 0) return true;
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
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else return false;
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else return false;
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}
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}
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@ -2502,9 +2502,12 @@ bool IsMouseButtonPressed(int button)
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#if defined(PLATFORM_ANDROID)
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected(GESTURE_TAP)) pressed = true;
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if (IsGestureDetected(GESTURE_TAP)) pressed = true;
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#else
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#else
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// NOTE: On PLATFORM_DESKTOP and PLATFORM_WEB IsMouseButtonPressed() is equivalent to GESTURE_TAP
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if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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(GetMouseButtonStatus(button) == 1)) pressed = true;
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(CORE.Input.Mouse.currentButtonState[button] == 1)) pressed = true;
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// Map touches to mouse buttons checking
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if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
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(CORE.Input.Touch.currentTouchState[button] == 1)) pressed = true;
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#endif
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#endif
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return pressed;
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return pressed;
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@ -2518,9 +2521,10 @@ bool IsMouseButtonDown(int button)
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#if defined(PLATFORM_ANDROID)
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected(GESTURE_HOLD)) down = true;
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if (IsGestureDetected(GESTURE_HOLD)) down = true;
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#else
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#else
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// NOTE: On PLATFORM_DESKTOP and PLATFORM_WEB IsMouseButtonDown() is equivalent to GESTURE_HOLD or GESTURE_DRAG
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if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
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if (GetMouseButtonStatus(button) == 1) down = true;
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// || IsGestureDetected(GESTURE_HOLD) || IsGestureDetected(GESTURE_DRAG)) down = true;
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// Map touches to mouse buttons checking
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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
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#endif
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#endif
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return down;
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return down;
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@ -2532,12 +2536,16 @@ bool IsMouseButtonReleased(int button)
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bool released = false;
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bool released = false;
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#if defined(PLATFORM_ANDROID)
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#if defined(PLATFORM_ANDROID)
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# if defined(SUPPORT_GESTURES_SYSTEM)
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#if defined(SUPPORT_GESTURES_SYSTEM)
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released = GetGestureDetected() == GESTURE_TAP;
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released = GetGestureDetected() == GESTURE_TAP;
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# endif
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#endif
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#else
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#else
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if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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(GetMouseButtonStatus(button) == 0)) released = true;
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(CORE.Input.Mouse.currentButtonState[button] == 0)) released = true;
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// Map touches to mouse buttons checking
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if ((CORE.Input.Touch.currentTouchState[button] != CORE.Input.Touch.previousTouchState[button]) &&
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(CORE.Input.Touch.currentTouchState[button] == 0)) released = true;
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#endif
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#endif
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return released;
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return released;
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@ -2549,7 +2557,10 @@ bool IsMouseButtonUp(int button)
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bool up = false;
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bool up = false;
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#if !defined(PLATFORM_ANDROID)
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#if !defined(PLATFORM_ANDROID)
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if (GetMouseButtonStatus(button) == 0) up = true;
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if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
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// Map touches to mouse buttons checking
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if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
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#endif
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#endif
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return up;
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return up;
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@ -2578,12 +2589,13 @@ int GetMouseY(void)
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// Returns mouse position XY
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// Returns mouse position XY
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Vector2 GetMousePosition(void)
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Vector2 GetMousePosition(void)
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{
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{
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Vector2 position = { 0.0f, 0.0f };
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Vector2 position = { 0 };
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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position = GetTouchPosition(0);
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position = GetTouchPosition(0);
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#else
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#else
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position = (Vector2){ (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x, (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y };
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position.x = (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
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position.y = (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
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#endif
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#endif
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return position;
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return position;
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@ -2682,7 +2694,6 @@ Vector2 GetTouchPosition(int index)
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// TODO: GLFW is not supporting multi-touch input just yet
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// TODO: GLFW is not supporting multi-touch input just yet
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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if (index == 0) position = GetMousePosition();
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if (index == 0) position = GetMousePosition();
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#endif
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#endif
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@ -3452,36 +3463,6 @@ static void Wait(float ms)
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#endif
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#endif
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}
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}
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// Get one key state
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static bool GetKeyStatus(int key)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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return glfwGetKey(CORE.Window.handle, key);
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#elif defined(PLATFORM_ANDROID)
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// NOTE: Android supports up to 260 keys
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if (key < 0 || key > 260) return false;
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else return CORE.Input.Keyboard.currentKeyState[key];
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#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
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// NOTE: Keys states are filled in PollInputEvents()
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if (key < 0 || key > 511) return false;
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else return CORE.Input.Keyboard.currentKeyState[key];
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#endif
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}
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// Get one mouse button state
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static bool GetMouseButtonStatus(int button)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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return glfwGetMouseButton(CORE.Window.handle, button);
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#elif defined(PLATFORM_ANDROID)
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// TODO: Check for virtual mouse?
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return false;
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#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
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// NOTE: Mouse buttons states are filled in PollInputEvents()
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return CORE.Input.Mouse.currentButtonState[button];
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#endif
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}
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// Get gamepad button generic to all platforms
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// Get gamepad button generic to all platforms
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static int GetGamepadButton(int button)
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static int GetGamepadButton(int button)
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{
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{
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@ -3595,7 +3576,7 @@ static void PollInputEvents(void)
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#if defined(PLATFORM_RPI)
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#if defined(PLATFORM_RPI)
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// Register previous keys states
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// Register previous keys states
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for (int i = 0; i < 512; i++)CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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// Grab a keypress from the evdev fifo if avalable
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// Grab a keypress from the evdev fifo if avalable
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if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail)
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if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail)
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#endif // PLATFORM_UWP
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#endif // PLATFORM_UWP
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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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// Mouse input polling
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// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
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double mouseX;
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double mouseY;
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glfwGetCursorPos(CORE.Window.handle, &mouseX, &mouseY);
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CORE.Input.Mouse.position.x = (float)mouseX;
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CORE.Input.Mouse.position.y = (float)mouseY;
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// Keyboard input polling (automatically managed by GLFW3 through callback)
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// Register previous keys states
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// Register previous keys states
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for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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// Register previous mouse states
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// Register previous mouse states
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for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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for (int i = 0; i < 3; i++)
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{
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CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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CORE.Input.Mouse.currentButtonState[i] = 0;
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}
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// Register previous mouse wheel state
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CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
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CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
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CORE.Input.Mouse.currentWheelMove = 0;
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CORE.Input.Mouse.currentWheelMove = 0;
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// Register previous touch states
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for (int i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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CORE.Input.Touch.currentTouchState[i] = 0;
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}
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#endif
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#endif
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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// GLFW3 Mouse Button Callback, runs on mouse button pressed
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// GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
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{
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{
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CORE.Input.Mouse.previousButtonState[button] = CORE.Input.Mouse.currentButtonState[button];
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CORE.Input.Mouse.currentButtonState[button] = action;
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CORE.Input.Mouse.currentButtonState[button] = action;
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
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GestureEvent gestureEvent = { 0 };
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GestureEvent gestureEvent = { 0 };
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// Register touch actions
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// Register touch actions
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
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if ((CORE.Input.Mouse.currentButtonState[MOUSE_LEFT_BUTTON] != CORE.Input.Mouse.previousButtonState[MOUSE_LEFT_BUTTON]) &&
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else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
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(CORE.Input.Mouse.currentButtonState[MOUSE_LEFT_BUTTON] == 1)) gestureEvent.touchAction = TOUCH_DOWN;
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else if ((CORE.Input.Mouse.currentButtonState[button] != CORE.Input.Mouse.previousButtonState[button]) &&
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(CORE.Input.Mouse.currentButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_UP;
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// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
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// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
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// GLFW3 Cursor Position Callback, runs on mouse move
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// GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
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{
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{
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CORE.Input.Mouse.position.x = (float)x;
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CORE.Input.Mouse.position.y = (float)y;
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CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
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#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
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// Process mouse events as touches to be able to use mouse-gestures
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// Process mouse events as touches to be able to use mouse-gestures
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GestureEvent gestureEvent = { 0 };
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GestureEvent gestureEvent = { 0 };
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gestureEvent.pointCount = 1;
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gestureEvent.pointCount = 1;
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// Register touch points position, only one point registered
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// Register touch points position, only one point registered
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gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
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gestureEvent.position[0] = CORE.Input.Touch.position[0];
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CORE.Input.Touch.position[0] = gestureEvent.position[0];
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// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
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// Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].x /= (float)GetScreenWidth();
|
||||||
|
@ -4496,6 +4483,8 @@ static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent
|
||||||
// Register touch input events
|
// Register touch input events
|
||||||
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
|
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
|
||||||
{
|
{
|
||||||
|
for (int i = 0; i < touchEvent->numTouches; i++) if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
|
||||||
|
|
||||||
#if defined(SUPPORT_GESTURES_SYSTEM)
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||||
GestureEvent gestureEvent = { 0 };
|
GestureEvent gestureEvent = { 0 };
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue