reversions
This commit is contained in:
parent
ae1f0981bd
commit
3001a4adb3
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@ -76,8 +76,7 @@
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#define MAX_FILEPATH_CAPACITY 8192 // Maximum file paths capacity
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#define MAX_FILEPATH_CAPACITY 8192 // Maximum file paths capacity
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#define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
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#define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
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#define KEYBOARD_KEYS_MASK 511 // Mask for maximum number of keyboard keys
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#define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
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#define MAX_KEYBOARD_KEYS (KEYBOARD_KEYS_MASK+1)// Maximum number of keyboard keys supported
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#define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
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#define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
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#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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152
src/rcore.c
152
src/rcore.c
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@ -346,10 +346,10 @@
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#endif
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#endif
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// Flags operation macros
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// Flags operation macros
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#define FLAGS_SET(n, f) ( (n) |= (f) )
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#define FLAG_SET(n, f) ((n) |= (f))
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#define FLAGS_CLEAR(n, f) ( (n) &= ~(f) )
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#define FLAG_CLEAR(n, f) ((n) &= ~(f))
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#define FLAGS_TOGGLE(n, f) ( (n) ^= (f) )
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#define FLAG_TOGGLE(n, f) ((n) ^= (f))
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#define FLAGS_CHECK(n, f) (( (n) & (f)) == (f) )
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#define FLAG_CHECK(n, f) ((n) & (f))
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// Types and Structures Definition
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@ -436,7 +436,9 @@ typedef struct CoreData {
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#endif
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#endif
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struct {
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struct {
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int exitKey; // Default exit key
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int exitKey; // Default exit key
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char keyState[MAX_KEYBOARD_KEYS]; // Registers frame key state
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char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
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char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
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char repeatKeyState[MAX_KEYBOARD_KEYS]; // Registers repeat frame key state
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int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
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int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
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int keyPressedQueueCount; // Input keys queue count
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int keyPressedQueueCount; // Input keys queue count
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@ -3744,40 +3746,36 @@ void OpenURL(const char *url)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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#define KEY_STATE_DOWN 1 // Flag for key held down
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#define KEY_SAFE(key) (((key) >= 0) && ((key) < sizeof(CORE.Input.Keyboard.currentKeyState)))
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#define KEY_STATE_PRESSED ( 2 | KEY_STATE_DOWN) // Flag for key pressed down on frame
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#define KEY_STATE_RELEASED 4 // Flag for key released on frame
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#define KEY_STATE_REPEATED ( 8 | KEY_STATE_DOWN) // Flag for key text repeat
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#define KEY_STATE(key) CORE.Input.Keyboard.keyState[key & KEYBOARD_KEYS_MASK] // Safely accesses key state
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// Check if a key has been pressed once
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// Check if a key has been pressed once
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bool IsKeyPressed(int key)
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bool IsKeyPressed(int key)
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{
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{
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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_PRESSED);
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return IsKeyDown(key) && (CORE.Input.Keyboard.previousKeyState[key] == 0);
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}
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}
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// Check if a key is being pressed (key held down)
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// Check 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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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_DOWN);
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return KEY_SAFE(key) && (CORE.Input.Keyboard.currentKeyState[key] == 1);
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}
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}
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// Check if a key has been released once
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// Check if a key has been released once
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bool IsKeyReleased(int key)
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bool IsKeyReleased(int key)
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{
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{
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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_RELEASED);
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return IsKeyUp(key) && (CORE.Input.Keyboard.previousKeyState[key] == 1);
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}
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}
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// Check if a key is NOT being pressed (key not held down)
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// Check 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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return !IsKeyDown(key);
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return KEY_SAFE(key) && (CORE.Input.Keyboard.currentKeyState[key] == 0);
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}
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}
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// Check if a key is being repeated (when held down)
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// Check if a key is being repeated (when held down)
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bool IsKeyRepeated(int key)
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bool IsKeyRepeated(int key)
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{
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{
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return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_REPEATED);
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return KEY_SAFE(key) && (CORE.Input.Keyboard.repeatKeyState[key] == 1);
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}
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}
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// Get the last key pressed
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// Get the last key pressed
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@ -5159,15 +5157,6 @@ void SwapScreenBuffer(void)
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#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM
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#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM
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}
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}
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// Clear frame only key states
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static void ClearKeyStates(int count)
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{
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for (int key = 0; key < count; key++)
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{
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FLAGS_CLEAR(KEY_STATE(key), ~KEY_STATE_DOWN);
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}
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}
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// Register all input events
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// Register all input events
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void PollInputEvents(void)
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void PollInputEvents(void)
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{
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{
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@ -5188,7 +5177,13 @@ void PollInputEvents(void)
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#endif
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#endif
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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ClearKeyStates(MAX_KEYBOARD_KEYS);
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// Register previous keys states
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
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{
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CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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CORE.Input.Keyboard.repeatKeyState[i] = 0;
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}
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PollKeyboardEvents();
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PollKeyboardEvents();
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// Register previous mouse states
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// Register previous mouse states
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@ -5215,7 +5210,12 @@ void PollInputEvents(void)
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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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// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
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// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
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ClearKeyStates(MAX_KEYBOARD_KEYS);
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// Register previous keys states
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
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{
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CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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CORE.Input.Keyboard.repeatKeyState[i] = 0;
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}
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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 < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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@ -5397,7 +5397,11 @@ void PollInputEvents(void)
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#if defined(PLATFORM_ANDROID)
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#if defined(PLATFORM_ANDROID)
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// Register previous keys states
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// Register previous keys states
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// NOTE: Android supports up to 260 keys
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// NOTE: Android supports up to 260 keys
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ClearKeyStates(260);
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for (int i = 0; i < 260; i++)
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{
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CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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CORE.Input.Keyboard.repeatKeyState[i] = 0;
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}
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// Android ALooper_pollAll() variables
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// Android ALooper_pollAll() variables
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int pollResult = 0;
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int pollResult = 0;
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@ -5590,14 +5594,18 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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{
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{
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if (key < 0) return; // Security check, macOS fn key generates -1
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if (key < 0) return; // Security check, macOS fn key generates -1
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if ((action == GLFW_RELEASE)
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// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
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#if !defined(PLATFORM_WEB) // WARNING: Check if CAPS/NUM key modifiers are not enabled
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// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
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&& !((key == KEY_CAPS_LOCK) && FLAGS_CHECK(mods, GLFW_MOD_CAPS_LOCK))
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if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
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&& !((key == KEY_NUM_LOCK) && FLAGS_CHECK(mods, GLFW_MOD_NUM_LOCK))
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else CORE.Input.Keyboard.currentKeyState[key] = 1;
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if (action == GLFW_REPEAT) CORE.Input.Keyboard.repeatKeyState[key] = 1;
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#if !defined(PLATFORM_WEB)
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// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
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if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
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((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
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#endif
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#endif
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) KEY_STATE(key) = KEY_STATE_RELEASED;
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else if (action == GLFW_PRESS) KEY_STATE(key) = KEY_STATE_PRESSED;
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else if (action == GLFW_REPEAT) KEY_STATE(key) = KEY_STATE_REPEATED;
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// Check if there is space available in the key queue
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// Check if there is space available in the key queue
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if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
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// NOTE: Android key action is 0 for down and 1 for up
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// NOTE: Android key action is 0 for down and 1 for up
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
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if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
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{
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{
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KEY_STATE(keycode) = KEY_STATE_PRESSED;
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CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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}
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}
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else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP) KEY_STATE(keycode) = KEY_STATE_RELEASED;
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else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.repeatKeyState[keycode] = 1;
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else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) KEY_STATE(keycode) = KEY_STATE_REPEATED;
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else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
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if (keycode == AKEYCODE_POWER)
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if (keycode == AKEYCODE_POWER)
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{
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{
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@ -6363,7 +6371,7 @@ static void ProcessKeyboard(void)
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bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
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bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
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// Reset pressed keys array (it will be filled below)
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// Reset pressed keys array (it will be filled below)
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) KEY_STATE(i) = 0;
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
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// Fill all read bytes (looking for keys)
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// Fill all read bytes (looking for keys)
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for (int i = 0; i < bufferByteCount; i++)
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for (int i = 0; i < bufferByteCount; i++)
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@ -6373,7 +6381,7 @@ static void ProcessKeyboard(void)
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if (keysBuffer[i] == 0x1b)
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if (keysBuffer[i] == 0x1b)
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{
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{
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// Check if ESCAPE key has been pressed to stop program
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// Check if ESCAPE key has been pressed to stop program
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if (bufferByteCount == 1) KEY_STATE(CORE.Input.Keyboard.exitKey) = KEY_STATE_PRESSED;
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if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
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else
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else
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{
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{
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if (keysBuffer[i + 1] == 0x5b) // Special function key
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if (keysBuffer[i + 1] == 0x5b) // Special function key
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@ -6383,18 +6391,18 @@ static void ProcessKeyboard(void)
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// Process special function keys (F1 - F12)
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// Process special function keys (F1 - F12)
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switch (keysBuffer[i + 3])
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switch (keysBuffer[i + 3])
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{
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{
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case 0x41: KEY_STATE(290) = KEY_STATE_PRESSED; break; // raylib KEY_F1
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case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
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case 0x42: KEY_STATE(291) = KEY_STATE_PRESSED; break; // raylib KEY_F2
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case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
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case 0x43: KEY_STATE(292) = KEY_STATE_PRESSED; break; // raylib KEY_F3
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case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
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case 0x44: KEY_STATE(293) = KEY_STATE_PRESSED; break; // raylib KEY_F4
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case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
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case 0x45: KEY_STATE(294) = KEY_STATE_PRESSED; break; // raylib KEY_F5
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case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
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case 0x37: KEY_STATE(295) = KEY_STATE_PRESSED; break; // raylib KEY_F6
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case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
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case 0x38: KEY_STATE(296) = KEY_STATE_PRESSED; break; // raylib KEY_F7
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case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
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case 0x39: KEY_STATE(297) = KEY_STATE_PRESSED; break; // raylib KEY_F8
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case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
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case 0x30: KEY_STATE(298) = KEY_STATE_PRESSED; break; // raylib KEY_F9
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case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
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case 0x31: KEY_STATE(299) = KEY_STATE_PRESSED; break; // raylib KEY_F10
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case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
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case 0x33: KEY_STATE(300) = KEY_STATE_PRESSED; break; // raylib KEY_F11
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case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
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case 0x34: KEY_STATE(301) = KEY_STATE_PRESSED; break; // raylib KEY_F12
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case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
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default: break;
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default: break;
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}
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}
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@ -6405,10 +6413,10 @@ static void ProcessKeyboard(void)
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{
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{
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switch (keysBuffer[i + 2])
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switch (keysBuffer[i + 2])
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{
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{
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case 0x41: KEY_STATE(265) = KEY_STATE_PRESSED; break; // raylib KEY_UP
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case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
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case 0x42: KEY_STATE(264) = KEY_STATE_PRESSED; break; // raylib KEY_DOWN
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case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
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case 0x43: KEY_STATE(262) = KEY_STATE_PRESSED; break; // raylib KEY_RIGHT
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case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
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case 0x44: KEY_STATE(263) = KEY_STATE_PRESSED; break; // raylib KEY_LEFT
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case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
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default: break;
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default: break;
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}
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}
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@ -6421,14 +6429,14 @@ static void ProcessKeyboard(void)
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}
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}
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else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
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else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
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{
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{
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KEY_STATE(257) = KEY_STATE_PRESSED;
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CORE.Input.Keyboard.currentKeyState[257] = 1;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
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CORE.Input.Keyboard.keyPressedQueueCount++;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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}
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}
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else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
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else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
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{
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{
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KEY_STATE(259) = KEY_STATE_PRESSED;
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CORE.Input.Keyboard.currentKeyState[259] = 1;
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
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CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
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CORE.Input.Keyboard.keyPressedQueueCount++;
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CORE.Input.Keyboard.keyPressedQueueCount++;
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@ -6438,9 +6446,9 @@ static void ProcessKeyboard(void)
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// Translate lowercase a-z letters to A-Z
|
// Translate lowercase a-z letters to A-Z
|
||||||
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
|
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
|
||||||
{
|
{
|
||||||
KEY_STATE((int)keysBuffer[i] - 32) = KEY_STATE_PRESSED;
|
CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
|
||||||
}
|
}
|
||||||
else KEY_STATE((int)keysBuffer[i]) = KEY_STATE_PRESSED;
|
else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
|
||||||
|
|
||||||
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
|
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
|
||||||
CORE.Input.Keyboard.keyPressedQueueCount++;
|
CORE.Input.Keyboard.keyPressedQueueCount++;
|
||||||
|
|
@ -6448,11 +6456,11 @@ static void ProcessKeyboard(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check exit key (same functionality as GLFW3 KeyCallback())
|
// Check exit key (same functionality as GLFW3 KeyCallback())
|
||||||
if (IsKeyDown(CORE.Input.Keyboard.exitKey)) CORE.Window.shouldClose = true;
|
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
|
||||||
|
|
||||||
#if defined(SUPPORT_SCREEN_CAPTURE)
|
#if defined(SUPPORT_SCREEN_CAPTURE)
|
||||||
// Check screen capture key (raylib key: KEY_F12)
|
// Check screen capture key (raylib key: KEY_F12)
|
||||||
if (IsKeyDown(301))
|
if (CORE.Input.Keyboard.currentKeyState[301] == 1)
|
||||||
{
|
{
|
||||||
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
||||||
screenshotCounter++;
|
screenshotCounter++;
|
||||||
|
|
@ -6479,7 +6487,7 @@ static void InitEvdevInput(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reset keyboard key state
|
// Reset keyboard key state
|
||||||
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) KEY_STATE(i) = 0;
|
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
|
||||||
|
|
||||||
// Open the linux directory of "/dev/input"
|
// Open the linux directory of "/dev/input"
|
||||||
directory = opendir(DEFAULT_EVDEV_PATH);
|
directory = opendir(DEFAULT_EVDEV_PATH);
|
||||||
|
|
@ -6749,12 +6757,12 @@ static void PollKeyboardEvents(void)
|
||||||
keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
|
keycode = keymapUS[event.code & 0xFF]; // The code we get is a scancode so we look up the appropriate keycode
|
||||||
|
|
||||||
// Make sure we got a valid keycode
|
// Make sure we got a valid keycode
|
||||||
if ((keycode > 0) && (keycode < MAX_KEYBOARD_KEYS))
|
if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState)))
|
||||||
{
|
{
|
||||||
// WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
|
// WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
|
||||||
// Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
|
// Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
|
||||||
// absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
|
// absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
|
||||||
KEY_STATE(keycode) = (event.value >= 1) ? KEY_STATE_PRESSED : KEY_STATE_RELEASED;
|
CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1) ? 1 : 0;
|
||||||
if (event.value >= 1)
|
if (event.value >= 1)
|
||||||
{
|
{
|
||||||
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
|
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
|
||||||
|
|
@ -6763,14 +6771,14 @@ static void PollKeyboardEvents(void)
|
||||||
|
|
||||||
#if defined(SUPPORT_SCREEN_CAPTURE)
|
#if defined(SUPPORT_SCREEN_CAPTURE)
|
||||||
// Check screen capture key (raylib key: KEY_F12)
|
// Check screen capture key (raylib key: KEY_F12)
|
||||||
if (IsKeyDown(301))
|
if (CORE.Input.Keyboard.currentKeyState[301] == 1)
|
||||||
{
|
{
|
||||||
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
||||||
screenshotCounter++;
|
screenshotCounter++;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (IsKeyDown(CORE.Input.Keyboard.exitKey) CORE.Window.shouldClose = true;
|
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
|
||||||
|
|
||||||
TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP" : "DOWN", event.code, keycode);
|
TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP" : "DOWN", event.code, keycode);
|
||||||
}
|
}
|
||||||
|
|
@ -7233,7 +7241,7 @@ static void RecordAutomationEvent(unsigned int frame)
|
||||||
for (int key = 0; key < MAX_KEYBOARD_KEYS; key++)
|
for (int key = 0; key < MAX_KEYBOARD_KEYS; key++)
|
||||||
{
|
{
|
||||||
// INPUT_KEY_UP (only saved once)
|
// INPUT_KEY_UP (only saved once)
|
||||||
if (IsKeyReleased(key))
|
if (CORE.Input.Keyboard.previousKeyState[key] && !CORE.Input.Keyboard.currentKeyState[key])
|
||||||
{
|
{
|
||||||
events[eventCount].frame = frame;
|
events[eventCount].frame = frame;
|
||||||
events[eventCount].type = INPUT_KEY_UP;
|
events[eventCount].type = INPUT_KEY_UP;
|
||||||
|
|
@ -7246,7 +7254,7 @@ static void RecordAutomationEvent(unsigned int frame)
|
||||||
}
|
}
|
||||||
|
|
||||||
// INPUT_KEY_DOWN
|
// INPUT_KEY_DOWN
|
||||||
if (IsKeyDown(key))
|
if (CORE.Input.Keyboard.currentKeyState[key])
|
||||||
{
|
{
|
||||||
events[eventCount].frame = frame;
|
events[eventCount].frame = frame;
|
||||||
events[eventCount].type = INPUT_KEY_DOWN;
|
events[eventCount].type = INPUT_KEY_DOWN;
|
||||||
|
|
@ -7452,10 +7460,10 @@ static void PlayAutomationEvent(unsigned int frame)
|
||||||
switch (events[i].type)
|
switch (events[i].type)
|
||||||
{
|
{
|
||||||
// Input events
|
// Input events
|
||||||
case INPUT_KEY_UP: KEY_STATE(events[i].params[0]) = KEY_STATE_RELEASED; break; // param[0]: key
|
case INPUT_KEY_UP: CORE.Input.Keyboard.currentKeyState[events[i].params[0]] = false; break; // param[0]: key
|
||||||
case INPUT_KEY_DOWN: KEY_STATE(events[i].params[0]) = KEY_STATE_PRESSED; break; // param[0]: key
|
case INPUT_KEY_DOWN: CORE.Input.Keyboard.currentKeyState[events[i].params[0]] = true; break; // param[0]: key
|
||||||
case INPUT_MOUSE_BUTTON_UP: KEY_STATE(events[i].params[0]) = KEY_STATE_RELEASED; break; // param[0]: key
|
case INPUT_MOUSE_BUTTON_UP: CORE.Input.Mouse.currentButtonState[events[i].params[0]] = false; break; // param[0]: key
|
||||||
case INPUT_MOUSE_BUTTON_DOWN: KEY_STATE(events[i].params[0]) = KEY_STATE_PRESSED; break; // param[0]: key
|
case INPUT_MOUSE_BUTTON_DOWN: CORE.Input.Mouse.currentButtonState[events[i].params[0]] = true; break; // param[0]: key
|
||||||
case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y
|
case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y
|
||||||
{
|
{
|
||||||
CORE.Input.Mouse.currentPosition.x = (float)events[i].params[0];
|
CORE.Input.Mouse.currentPosition.x = (float)events[i].params[0];
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user