Added some functions and Updated examples

View CHANGELOG for details
This commit is contained in:
raysan5 2013-11-28 19:59:56 +01:00
parent 818e79638b
commit e9143b8a8d
35 changed files with 586 additions and 199 deletions

View file

@ -61,6 +61,15 @@ static double targetTime = 0; // Desired time for one frame, if 0
static int windowWidth, windowHeight; // Required to switch between windowed/fullscren mode (F11)
static char *windowTitle; // Required to switch between windowed/fullscren mode (F11)
static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
@ -289,29 +298,97 @@ int GetHexValue(Color color)
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
// Detect if a key is being pressed (key held down)
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
bool ret = false;
currentKeyState[key] = IsKeyDown(key);
if (currentKeyState[key] != previousKeyState[key])
{
if (currentKeyState[key]) ret = true;
previousKeyState[key] = currentKeyState[key];
}
else ret = false;
return ret;
}
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (glfwGetKey(window, key) == GLFW_PRESS) return true;
else return false;
}
// Detect if a key is NOT being pressed (key not held down)
// Detect if a key has been released once
bool IsKeyReleased(int key)
{
bool ret = false;
currentKeyState[key] = IsKeyUp(key);
if (currentKeyState[key] != previousKeyState[key])
{
if (currentKeyState[key]) ret = true;
previousKeyState[key] = currentKeyState[key];
}
else ret = false;
return ret;
}
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (glfwGetKey(window, key) == GLFW_RELEASE) return true;
else return false;
}
// Detect if a mouse button is being pressed
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool ret = false;
currentMouseState[button] = IsMouseButtonDown(button);
if (currentMouseState[button] != previousMouseState[button])
{
if (currentMouseState[button]) ret = true;
previousMouseState[button] = currentMouseState[button];
}
else ret = false;
return ret;
}
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
if (glfwGetMouseButton(window, button) == GLFW_PRESS) return true;
else return false;
}
// Detect if a mouse button is NOT being pressed
// Detect if a mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool ret = false;
currentMouseState[button] = IsMouseButtonUp(button);
if (currentMouseState[button] != previousMouseState[button])
{
if (currentMouseState[button]) ret = true;
previousMouseState[button] = currentMouseState[button];
}
else ret = false;
return ret;
}
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
if (glfwGetMouseButton(window, button) == GLFW_RELEASE) return true;
else return false;
@ -385,6 +462,22 @@ Vector2 GetGamepadMovement(int gamepad)
// Detect if a gamepad button is being pressed
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool ret = false;
currentGamepadState[button] = IsGamepadButtonDown(gamepad, button);
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) ret = true;
previousGamepadState[button] = currentGamepadState[button];
}
else ret = false;
return ret;
}
bool IsGamepadButtonDown(int gamepad, int button)
{
const unsigned char* buttons;
int buttonsCount;
@ -400,6 +493,22 @@ bool IsGamepadButtonPressed(int gamepad, int button)
// Detect if a gamepad button is NOT being pressed
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool ret = false;
currentGamepadState[button] = IsGamepadButtonUp(gamepad, button);
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) ret = true;
previousGamepadState[button] = currentGamepadState[button];
}
else ret = false;
return ret;
}
bool IsGamepadButtonUp(int gamepad, int button)
{
const unsigned char* buttons;
int buttonsCount;

View file

@ -260,19 +260,25 @@ int GetHexValue(Color color); // Returns hexadecimal v
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
bool IsKeyPressed(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key is NOT being pressed
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed
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 IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(); // Returns mouse position X
int GetMouseY(); // Returns mouse position Y
Vector2 GetMousePosition(); // Returns mouse position XY
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
@ -305,19 +311,20 @@ Texture2D LoadTexture(const char *fileName);
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font)
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont
int MeasureText(const char *text, int fontSize, int spacing); // Measure string width for default font
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
void DrawFps(int posX, int posY); // Shows current FPS on top-left corner
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
//------------------------------------------------------------------------------------

View file

@ -283,11 +283,11 @@ void UnloadSpriteFont(SpriteFont spriteFont)
// Draw text (using default font)
// NOTE: fontSize work like in any drawing program but if fontSize is lower than font-base-size, then font-base-size is used
void DrawText(const char* text, int posX, int posY, int fontSize, int spacing, Color color)
void DrawText(const char* text, int posX, int posY, int fontSize, Color color)
{
Vector2 position = { (float)posX, (float)posY };
DrawTextEx(defaultFont, text, position, fontSize, spacing, color);
DrawTextEx(defaultFont, text, position, fontSize, 1, color);
}
// Formatting of text with variables to 'embed'
@ -349,16 +349,15 @@ void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int f
}
// Measure string width for default font
int MeasureText(const char *text, int fontSize, int spacing)
int MeasureText(const char *text, int fontSize)
{
Vector2 vec;
vec = MeasureTextEx(defaultFont, text, fontSize, spacing);
vec = MeasureTextEx(defaultFont, text, fontSize, 1);
return (int)vec.x;
}
// Measure string size for SpriteFont
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing)
{
@ -391,7 +390,7 @@ int GetFontBaseSize(SpriteFont spriteFont)
// Shows current FPS on top-left corner
// NOTE: Uses default font
void DrawFps(int posX, int posY)
void DrawFPS(int posX, int posY)
{
// NOTE: We are rendering fps every second for better viewing on high framerates
static float fps;
@ -403,7 +402,7 @@ void DrawFps(int posX, int posY)
if (counter < refreshRate)
{
sprintf(buffer, "%2.0f FPS", fps);
DrawText(buffer, posX, posY, 20, 1, LIME);
DrawText(buffer, posX, posY, 20, LIME);
counter++;
}
@ -412,7 +411,7 @@ void DrawFps(int posX, int posY)
fps = GetFPS();
refreshRate = fps;
sprintf(buffer, "%2.0f FPS", fps);
DrawText(buffer, posX, posY, 20, 1, LIME);
DrawText(buffer, posX, posY, 20, LIME);
counter = 0;
}

View file

@ -197,7 +197,7 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
}
// Draw a part of a texture (defined by a rectangle)
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint)
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
{
glEnable(GL_TEXTURE_2D); // Enable textures usage
@ -205,7 +205,7 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, fl
glPushMatrix();
glTranslatef(position.x, position.y, 0);
glScalef(scale, scale, 1.0f);
//glScalef(1.0f, 1.0f, 1.0f);
//glRotatef(rotation, 0, 0, 1);
glBegin(GL_QUADS);
@ -233,6 +233,44 @@ void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, fl
glDisable(GL_TEXTURE_2D); // Disable textures usage
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// TODO: Test this function...
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
{
glEnable(GL_TEXTURE_2D); // Enable textures usage
glBindTexture(GL_TEXTURE_2D, texture.glId);
glPushMatrix();
glTranslatef(-origin.x, -origin.y, 0);
glRotatef(rotation, 0, 0, 1);
glTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
glVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
glVertex2f(destRec.width, 0.0f);
// Top-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex2f(0.0f, destRec.height);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D); // Disable textures usage
}
// Creates a bitmap (BMP) file from an array of pixel data
// NOTE: This function is only used by module [core], not explicitly available to raylib users
extern void WriteBitmap(const char *fileName, const Color *imgDataPixel, int width, int height)