Added full support for HTML5 (emscripten)
Corrected some bugs on the way... Automatically convert textures to POT on RPI and WEB
This commit is contained in:
parent
08a4ee34eb
commit
905b6ec53d
14 changed files with 527 additions and 234 deletions
251
src/core.c
251
src/core.c
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@ -92,7 +92,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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#define MAX_TOUCH_POINTS 256
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -112,7 +112,14 @@ static bool windowReady = false; // Used to detect display initia
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// Gestures detection variables
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static float tapTouchX, tapTouchY;
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static int64_t lastTapTime = 0;
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static float lastTapX = 0, lastTapY = 0;
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static bool touchTap = false;
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static bool doubleTap = false;
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static bool drag = false;
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static int stdVector[MAX_TOUCH_POINTS];
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static int indexPosition = 0;
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const AInputEvent* eventDrag;
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static int32_t touchId;
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const int32_t DOUBLE_TAP_TIMEOUT = 300*1000000;
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const int32_t DOUBLE_TAP_SLOP = 100;
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@ -184,6 +191,7 @@ static int previousMouseWheelY = 0; // Required to track mouse wheel var
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static int currentMouseWheelY = 0; // Required to track mouse wheel variation
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static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
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static int lastKeyPressed = -1;
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#endif
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#if defined(PLATFORM_ANDROID)
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@ -230,6 +238,8 @@ static void InitGamepad(void); // Init raw gamepad inpu
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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@ -441,6 +451,12 @@ int GetScreenHeight(void)
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return screenHeight;
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}
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// Get the last key pressed
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int GetKeyPressed(void)
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{
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return lastKeyPressed;
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}
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// Sets Background Color
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void ClearBackground(Color color)
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{
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@ -623,13 +639,7 @@ bool IsKeyPressed(int key)
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{
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bool pressed = false;
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currentKeyState[key] = IsKeyDown(key);
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if (currentKeyState[key] != previousKeyState[key])
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{
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if (currentKeyState[key]) pressed = true;
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previousKeyState[key] = currentKeyState[key];
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}
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
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else pressed = false;
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return pressed;
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@ -647,13 +657,7 @@ bool IsKeyReleased(int key)
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{
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bool released = false;
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currentKeyState[key] = IsKeyUp(key);
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if (currentKeyState[key] != previousKeyState[key])
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{
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if (currentKeyState[key]) released = true;
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previousKeyState[key] = currentKeyState[key];
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}
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
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else released = false;
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return released;
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@ -671,13 +675,7 @@ bool IsMouseButtonPressed(int button)
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{
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bool pressed = false;
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currentMouseState[button] = IsMouseButtonDown(button);
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if (currentMouseState[button] != previousMouseState[button])
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{
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if (currentMouseState[button]) pressed = true;
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previousMouseState[button] = currentMouseState[button];
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}
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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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@ -695,13 +693,7 @@ bool IsMouseButtonReleased(int button)
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{
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bool released = false;
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currentMouseState[button] = IsMouseButtonUp(button);
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if (currentMouseState[button] != previousMouseState[button])
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{
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if (currentMouseState[button]) released = true;
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previousMouseState[button] = currentMouseState[button];
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}
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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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@ -858,6 +850,18 @@ bool IsScreenTouched(void)
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return touchTap;
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}
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bool IsDoubleTap(void)
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{
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if (doubleTap) TraceLog(INFO, "DOUBLE TAP gesture detected");
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return doubleTap;
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}
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bool IsDragGesture(void)
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{
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return drag;
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}
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// Returns touch position X
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int GetTouchX(void)
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{
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@ -877,6 +881,27 @@ Vector2 GetTouchPosition(void)
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return position;
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}
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/*bool GetPointer(Vector2 *dragPositions)
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{
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//static int stdVector[MAX_TOUCH_POINTS];
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//static int indexPosition = 0;
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//if (indexPosition == 0) return false;
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Vector2 vec_pointers_[];
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//eventDrag
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int32_t iIndex = FindIndex( eventDrag, vec_pointers_[0] );
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if (iIndex == -1) return false;
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float x = AMotionEvent_getX(eventDrag, iIndex);
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float y = AMotionEvent_getY(eventDrag, iIndex);
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*dragPositions = Vector2( x, y );
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return true;
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}*/
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#endif
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//----------------------------------------------------------------------------------
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@ -977,6 +1002,8 @@ static void InitDisplay(int width, int height)
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glfwSetWindowSizeCallback(window, WindowSizeCallback);
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glfwSetCursorEnterCallback(window, CursorEnterCallback);
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glfwSetKeyCallback(window, KeyCallback);
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glfwSetMouseButtonCallback(window, MouseButtonCallback);
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glfwSetCharCallback(window, CharCallback);
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glfwSetScrollCallback(window, ScrollCallback);
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glfwMakeContextCurrent(window);
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@ -1168,6 +1195,25 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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TakeScreenshot();
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}
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#endif
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else currentKeyState[key] = action;
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// HACK for GuiTextBox, to deteck back key
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// TODO: Review...
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if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3;
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}
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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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{
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currentMouseState[button] = action;
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}
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// GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void CharCallback(GLFWwindow *window, unsigned int key)
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{
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lastKeyPressed = key;
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//TraceLog(INFO, "Char Callback Key pressed: %i\n", key);
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}
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// GLFW3 CursorEnter Callback, when cursor enters the window
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@ -1203,6 +1249,7 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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if (type == AINPUT_EVENT_TYPE_MOTION)
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{
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// Detect TOUCH position
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if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
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{
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// TODO: Seems to work ok but... review!
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@ -1266,7 +1313,124 @@ static int32_t InputCallback(struct android_app *app, AInputEvent *event)
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//size_t pointerCount = AMotionEvent_getPointerCount(event);
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//float AMotionEvent_getPressure(const AInputEvent *motion_event, size_t pointer_index); // 0 to 1
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//float AMotionEvent_getSize(const AInputEvent *motion_event, size_t pointer_index); // Pressed area
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// Detect DOUBLE TAP event
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bool tapDetected = touchTap;
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switch (flags)
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{
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case AMOTION_EVENT_ACTION_DOWN:
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{
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int64_t eventTime = AMotionEvent_getEventTime(event);
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if (eventTime - lastTapTime <= DOUBLE_TAP_TIMEOUT)
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{
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float x = AMotionEvent_getX(event, 0) - lastTapX;
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float y = AMotionEvent_getY(event, 0) - lastTapY;
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float densityFactor = 1.0f;
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if ((x*x + y*y) < (DOUBLE_TAP_SLOP*DOUBLE_TAP_SLOP*densityFactor))
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{
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// Doubletap detected
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doubleTap = true;
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}
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}
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} break;
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case AMOTION_EVENT_ACTION_UP:
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{
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if (tapDetected)
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{
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lastTapTime = AMotionEvent_getEventTime(event);
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lastTapX = AMotionEvent_getX(event, 0);
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lastTapY = AMotionEvent_getY(event, 0);
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}
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} break;
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}
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// Detect DRAG event
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//int32_t action = AMotionEvent_getAction(event);
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int32_t index = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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//uint32_t flags = action & AMOTION_EVENT_ACTION_MASK;
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//event_ = event;
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int32_t count = AMotionEvent_getPointerCount(event);
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switch (flags)
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{
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case AMOTION_EVENT_ACTION_DOWN:
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{
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stdVector[indexPosition] = AMotionEvent_getPointerId(event, 0);
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indexPosition++;
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TraceLog(INFO, "ACTION_DOWN");
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//ret = GESTURE_STATE_START;
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} break;
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case AMOTION_EVENT_ACTION_POINTER_DOWN:
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{
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stdVector[indexPosition] = AMotionEvent_getPointerId(event, index);
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indexPosition++;
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TraceLog(INFO, "ACTION_POINTER_DOWN");
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} break;
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case AMOTION_EVENT_ACTION_UP:
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{
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//int value = stdVector[indexPosition];
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indexPosition--;
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//ret = GESTURE_STATE_END;
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TraceLog(INFO, "ACTION_UP");
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} break;
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case AMOTION_EVENT_ACTION_POINTER_UP:
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{
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int32_t releasedPointerId = AMotionEvent_getPointerId(event, index);
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int i = 0;
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for (i = 0; i < MAX_TOUCH_POINTS; i++)
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{
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if (stdVector[i] == releasedPointerId)
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{
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for (int k = i; k < indexPosition - 1; k++)
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{
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stdVector[k] = stdVector[k + 1];
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}
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//indexPosition--;
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indexPosition = 0;
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break;
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}
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}
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if (i <= 1)
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{
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// Reset pinch or drag
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//if (count == 2) //ret = GESTURE_STATE_START;
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}
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TraceLog(INFO, "ACTION_POINTER_UP");
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} break;
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case AMOTION_EVENT_ACTION_MOVE:
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{
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if (count == 1)
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{
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//TraceLog(INFO, "DRAG gesture detected");
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drag = true; //ret = GESTURE_STATE_MOVE;
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}
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else break;
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TraceLog(INFO, "ACTION_MOVE");
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} break;
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case AMOTION_EVENT_ACTION_CANCEL: break;
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default: break;
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}
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//--------------------------------------------------------------------
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return 1;
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}
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else if (type == AINPUT_EVENT_TYPE_KEY)
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@ -1467,14 +1631,23 @@ static void PollInputEvents(void)
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// Keyboard polling
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// Automatically managed by GLFW3 through callback
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lastKeyPressed = -1;
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// Register previous keys states
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for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
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// Register previous mouse states
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for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
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glfwPollEvents(); // Register keyboard/mouse events
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#elif defined(PLATFORM_ANDROID)
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// TODO: Check virtual keyboard (?)
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// Reset touchTap event
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// Reset touch events
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touchTap = false;
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doubleTap = false;
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drag = false;
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// Poll Events (registered events)
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while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
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static void InitMouse(void)
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{
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// NOTE: We can use /dev/input/mice to read from all available mice
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if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Could not open mouse device, no mouse available");
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if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0)
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{
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TraceLog(WARNING, "Mouse device could not be opened, no mouse available");
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}
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else
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{
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mouseReady = true;
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int err = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
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int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
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if (err != 0) TraceLog(WARNING, "Error creating mouse input event thread");
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if (error != 0) TraceLog(WARNING, "Error creating mouse input event thread");
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else TraceLog(INFO, "Mouse device initialized successfully");
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}
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}
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static void InitGamepad(void)
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{
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// TODO: Gamepad support
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if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Could not open gamepad device, no gamepad available");
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if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
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else TraceLog(INFO, "Gamepad device initialized successfully");
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}
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#endif
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// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
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if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
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{
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TraceLog(WARNING, "DOWNSCALING: Required screen size (%i x %i) is bigger than display size (%i x %i)", screenWidth, screenHeight, displayWidth, displayHeight);
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TraceLog(WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
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// Downscaling to fit display with border-bars
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float widthRatio = (float)displayWidth/(float)screenWidth;
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// Plays raylib logo appearing animation
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static void LogoAnimation(void)
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{
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#ifndef PLATFORM_WEB
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int logoPositionX = screenWidth/2 - 128;
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int logoPositionY = screenHeight/2 - 128;
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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#endif
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showLogo = false; // Prevent for repeating when reloading window (Android)
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}
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