reversions

This commit is contained in:
Nickolas McDonald 2023-08-19 20:52:36 -04:00
parent ae1f0981bd
commit 3001a4adb3
2 changed files with 172 additions and 165 deletions

View File

@ -76,8 +76,7 @@
#define MAX_FILEPATH_CAPACITY 8192 // Maximum file paths capacity
#define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
#define KEYBOARD_KEYS_MASK 511 // Mask for maximum number of keyboard keys
#define MAX_KEYBOARD_KEYS (KEYBOARD_KEYS_MASK+1)// Maximum number of keyboard keys supported
#define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
#define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)

View File

@ -346,10 +346,10 @@
#endif
// Flags operation macros
#define FLAGS_SET(n, f) ( (n) |= (f) )
#define FLAGS_CLEAR(n, f) ( (n) &= ~(f) )
#define FLAGS_TOGGLE(n, f) ( (n) ^= (f) )
#define FLAGS_CHECK(n, f) (( (n) & (f)) == (f) )
#define FLAG_SET(n, f) ((n) |= (f))
#define FLAG_CLEAR(n, f) ((n) &= ~(f))
#define FLAG_TOGGLE(n, f) ((n) ^= (f))
#define FLAG_CHECK(n, f) ((n) & (f))
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -436,7 +436,9 @@ typedef struct CoreData {
#endif
struct {
int exitKey; // Default exit key
char keyState[MAX_KEYBOARD_KEYS]; // Registers frame key state
char currentKeyState[MAX_KEYBOARD_KEYS]; // Registers current frame key state
char previousKeyState[MAX_KEYBOARD_KEYS]; // Registers previous frame key state
char repeatKeyState[MAX_KEYBOARD_KEYS]; // Registers repeat frame key state
int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
int keyPressedQueueCount; // Input keys queue count
@ -3744,40 +3746,36 @@ void OpenURL(const char *url)
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
#define KEY_STATE_DOWN 1 // Flag for key held down
#define KEY_STATE_PRESSED ( 2 | KEY_STATE_DOWN) // Flag for key pressed down on frame
#define KEY_STATE_RELEASED 4 // Flag for key released on frame
#define KEY_STATE_REPEATED ( 8 | KEY_STATE_DOWN) // Flag for key text repeat
#define KEY_STATE(key) CORE.Input.Keyboard.keyState[key & KEYBOARD_KEYS_MASK] // Safely accesses key state
#define KEY_SAFE(key) (((key) >= 0) && ((key) < sizeof(CORE.Input.Keyboard.currentKeyState)))
// Check if a key has been pressed once
bool IsKeyPressed(int key)
{
return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_PRESSED);
return IsKeyDown(key) && (CORE.Input.Keyboard.previousKeyState[key] == 0);
}
// Check if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_DOWN);
return KEY_SAFE(key) && (CORE.Input.Keyboard.currentKeyState[key] == 1);
}
// Check if a key has been released once
bool IsKeyReleased(int key)
{
return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_RELEASED);
return IsKeyUp(key) && (CORE.Input.Keyboard.previousKeyState[key] == 1);
}
// Check if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
return !IsKeyDown(key);
return KEY_SAFE(key) && (CORE.Input.Keyboard.currentKeyState[key] == 0);
}
// Check if a key is being repeated (when held down)
bool IsKeyRepeated(int key)
{
return FLAGS_CHECK(KEY_STATE(key), KEY_STATE_REPEATED);
return KEY_SAFE(key) && (CORE.Input.Keyboard.repeatKeyState[key] == 1);
}
// Get the last key pressed
@ -5159,15 +5157,6 @@ void SwapScreenBuffer(void)
#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM
}
// Clear frame only key states
static void ClearKeyStates(int count)
{
for (int key = 0; key < count; key++)
{
FLAGS_CLEAR(KEY_STATE(key), ~KEY_STATE_DOWN);
}
}
// Register all input events
void PollInputEvents(void)
{
@ -5188,7 +5177,13 @@ void PollInputEvents(void)
#endif
#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
ClearKeyStates(MAX_KEYBOARD_KEYS);
// Register previous keys states
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.repeatKeyState[i] = 0;
}
PollKeyboardEvents();
// Register previous mouse states
@ -5215,7 +5210,12 @@ void PollInputEvents(void)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
ClearKeyStates(MAX_KEYBOARD_KEYS);
// Register previous keys states
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.repeatKeyState[i] = 0;
}
// Register previous mouse states
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
@ -5397,7 +5397,11 @@ void PollInputEvents(void)
#if defined(PLATFORM_ANDROID)
// Register previous keys states
// NOTE: Android supports up to 260 keys
ClearKeyStates(260);
for (int i = 0; i < 260; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.repeatKeyState[i] = 0;
}
// Android ALooper_pollAll() variables
int pollResult = 0;
@ -5590,14 +5594,18 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
{
if (key < 0) return; // Security check, macOS fn key generates -1
if ((action == GLFW_RELEASE)
#if !defined(PLATFORM_WEB) // WARNING: Check if CAPS/NUM key modifiers are not enabled
&& !((key == KEY_CAPS_LOCK) && FLAGS_CHECK(mods, GLFW_MOD_CAPS_LOCK))
&& !((key == KEY_NUM_LOCK) && FLAGS_CHECK(mods, GLFW_MOD_NUM_LOCK))
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else CORE.Input.Keyboard.currentKeyState[key] = 1;
if (action == GLFW_REPEAT) CORE.Input.Keyboard.repeatKeyState[key] = 1;
#if !defined(PLATFORM_WEB)
// WARNING: Check if CAPS/NUM key modifiers are enabled and force down state for those keys
if (((key == KEY_CAPS_LOCK) && ((mods & GLFW_MOD_CAPS_LOCK) > 0)) ||
((key == KEY_NUM_LOCK) && ((mods & GLFW_MOD_NUM_LOCK) > 0))) CORE.Input.Keyboard.currentKeyState[key] = 1;
#endif
) KEY_STATE(key) = KEY_STATE_RELEASED;
else if (action == GLFW_PRESS) KEY_STATE(key) = KEY_STATE_PRESSED;
else if (action == GLFW_REPEAT) KEY_STATE(key) = KEY_STATE_REPEATED;
// Check if there is space available in the key queue
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
@ -6054,13 +6062,13 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
// NOTE: Android key action is 0 for down and 1 for up
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
KEY_STATE(keycode) = KEY_STATE_PRESSED;
CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_UP) KEY_STATE(keycode) = KEY_STATE_RELEASED;
else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) KEY_STATE(keycode) = KEY_STATE_REPEATED;
else if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_MULTIPLE) CORE.Input.Keyboard.repeatKeyState[keycode] = 1;
else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
if (keycode == AKEYCODE_POWER)
{
@ -6363,7 +6371,7 @@ static void ProcessKeyboard(void)
bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
// Reset pressed keys array (it will be filled below)
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;
// Fill all read bytes (looking for keys)
for (int i = 0; i < bufferByteCount; i++)
@ -6373,7 +6381,7 @@ static void ProcessKeyboard(void)
if (keysBuffer[i] == 0x1b)
{
// Check if ESCAPE key has been pressed to stop program
if (bufferByteCount == 1) KEY_STATE(CORE.Input.Keyboard.exitKey) = KEY_STATE_PRESSED;
if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
else
{
if (keysBuffer[i + 1] == 0x5b) // Special function key
@ -6383,18 +6391,18 @@ static void ProcessKeyboard(void)
// Process special function keys (F1 - F12)
switch (keysBuffer[i + 3])
{
case 0x41: KEY_STATE(290) = KEY_STATE_PRESSED; break; // raylib KEY_F1
case 0x42: KEY_STATE(291) = KEY_STATE_PRESSED; break; // raylib KEY_F2
case 0x43: KEY_STATE(292) = KEY_STATE_PRESSED; break; // raylib KEY_F3
case 0x44: KEY_STATE(293) = KEY_STATE_PRESSED; break; // raylib KEY_F4
case 0x45: KEY_STATE(294) = KEY_STATE_PRESSED; break; // raylib KEY_F5
case 0x37: KEY_STATE(295) = KEY_STATE_PRESSED; break; // raylib KEY_F6
case 0x38: KEY_STATE(296) = KEY_STATE_PRESSED; break; // raylib KEY_F7
case 0x39: KEY_STATE(297) = KEY_STATE_PRESSED; break; // raylib KEY_F8
case 0x30: KEY_STATE(298) = KEY_STATE_PRESSED; break; // raylib KEY_F9
case 0x31: KEY_STATE(299) = KEY_STATE_PRESSED; break; // raylib KEY_F10
case 0x33: KEY_STATE(300) = KEY_STATE_PRESSED; break; // raylib KEY_F11
case 0x34: KEY_STATE(301) = KEY_STATE_PRESSED; break; // raylib KEY_F12
case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
default: break;
}
@ -6405,10 +6413,10 @@ static void ProcessKeyboard(void)
{
switch (keysBuffer[i + 2])
{
case 0x41: KEY_STATE(265) = KEY_STATE_PRESSED; break; // raylib KEY_UP
case 0x42: KEY_STATE(264) = KEY_STATE_PRESSED; break; // raylib KEY_DOWN
case 0x43: KEY_STATE(262) = KEY_STATE_PRESSED; break; // raylib KEY_RIGHT
case 0x44: KEY_STATE(263) = KEY_STATE_PRESSED; break; // raylib KEY_LEFT
case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
default: break;
}
@ -6421,14 +6429,14 @@ static void ProcessKeyboard(void)
}
else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
{
KEY_STATE(257) = KEY_STATE_PRESSED;
CORE.Input.Keyboard.currentKeyState[257] = 1;
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
CORE.Input.Keyboard.keyPressedQueueCount++;
}
else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
{
KEY_STATE(259) = KEY_STATE_PRESSED;
CORE.Input.Keyboard.currentKeyState[259] = 1;
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
CORE.Input.Keyboard.keyPressedQueueCount++;
@ -6438,9 +6446,9 @@ static void ProcessKeyboard(void)
// Translate lowercase a-z letters to A-Z
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.keyPressedQueueCount++;
@ -6448,11 +6456,11 @@ static void ProcessKeyboard(void)
}
// 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)
// Check screen capture key (raylib key: KEY_F12)
if (IsKeyDown(301))
if (CORE.Input.Keyboard.currentKeyState[301] == 1)
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
@ -6479,7 +6487,7 @@ static void InitEvdevInput(void)
}
// 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"
directory = opendir(DEFAULT_EVDEV_PATH);
@ -6502,14 +6510,14 @@ static void InitEvdevInput(void)
}
// Identifies a input device and configures it for use if appropriate
static void ConfigureEvdevDevice(char *device)
static void ConfigureEvdevDevice(char* device)
{
#define BITS_PER_LONG (8*sizeof(long))
#define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
#define OFF(x) ((x)%BITS_PER_LONG)
#define BIT(x) (1UL<<OFF(x))
#define LONG(x) ((x)/BITS_PER_LONG)
#define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
#define BITS_PER_LONG (8*sizeof(long))
#define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
#define OFF(x) ((x)%BITS_PER_LONG)
#define BIT(x) (1UL<<OFF(x))
#define LONG(x) ((x)/BITS_PER_LONG)
#define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
struct input_absinfo absinfo = { 0 };
unsigned long evBits[NBITS(EV_MAX)] = { 0 };
@ -6522,12 +6530,12 @@ static void ConfigureEvdevDevice(char *device)
int freeWorkerId = -1;
int fd = -1;
InputEventWorker *worker = NULL;
InputEventWorker* worker = NULL;
// Open the device and allocate worker
//-------------------------------------------------------------------------------------------------------
// Find a free spot in the workers array
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
for (int i = 0; i < sizeof(CORE.Input.eventWorker) / sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].threadId == 0)
{
@ -6559,7 +6567,7 @@ static void ConfigureEvdevDevice(char *device)
// Grab number on the end of the devices name "event<N>"
int devNum = 0;
char *ptrDevName = strrchr(device, 't');
char* ptrDevName = strrchr(device, 't');
worker->eventNum = -1;
if (ptrDevName != NULL)
@ -6662,13 +6670,13 @@ static void ConfigureEvdevDevice(char *device)
{
// Looks like an interesting device
TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
worker->isMouse? "mouse " : "",
worker->isMultitouch? "multitouch " : "",
worker->isTouch? "touchscreen " : "",
worker->isGamepad? "gamepad " : "");
worker->isMouse ? "mouse " : "",
worker->isMultitouch ? "multitouch " : "",
worker->isTouch ? "touchscreen " : "",
worker->isGamepad ? "gamepad " : "");
// Create a thread for this device
int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
int error = pthread_create(&worker->threadId, NULL, &EventThread, (void*)worker);
if (error != 0)
{
TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
@ -6680,13 +6688,13 @@ static void ConfigureEvdevDevice(char *device)
// Find touchscreen with the highest index
int maxTouchNumber = -1;
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
for (int i = 0; i < sizeof(CORE.Input.eventWorker) / sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
}
// Find touchscreens with lower indexes
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
for (int i = 0; i < sizeof(CORE.Input.eventWorker) / sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
{
@ -6749,30 +6757,30 @@ static void PollKeyboardEvents(void)
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
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
// 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
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)
{
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
CORE.Input.Keyboard.keyPressedQueueCount++;
}
#if defined(SUPPORT_SCREEN_CAPTURE)
#if defined(SUPPORT_SCREEN_CAPTURE)
// Check screen capture key (raylib key: KEY_F12)
if (IsKeyDown(301))
if (CORE.Input.Keyboard.currentKeyState[301] == 1)
{
TakeScreenshot(TextFormat("screenshot%03i.png", 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);
}
}
}
@ -6780,10 +6788,10 @@ static void PollKeyboardEvents(void)
}
// Input device events reading thread
static void *EventThread(void *arg)
static void* EventThread(void* arg)
{
struct input_event event = { 0 };
InputEventWorker *worker = (InputEventWorker *)arg;
InputEventWorker* worker = (InputEventWorker*)arg;
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
bool gestureUpdate = false; // Flag to note gestures require to update
@ -6823,8 +6831,8 @@ static void *EventThread(void *arg)
// Basic movement
if (event.code == ABS_X)
{
CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
CORE.Input.Mouse.currentPosition.x = (event.value - worker->absRange.x) * CORE.Window.screen.width / worker->absRange.width; // Scale according to absRange
CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x) * CORE.Window.screen.width / worker->absRange.width; // Scale according to absRange
touchAction = 2; // TOUCH_ACTION_MOVE
gestureUpdate = true;
@ -6832,8 +6840,8 @@ static void *EventThread(void *arg)
if (event.code == ABS_Y)
{
CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
CORE.Input.Mouse.currentPosition.y = (event.value - worker->absRange.y) * CORE.Window.screen.height / worker->absRange.height; // Scale according to absRange
CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y) * CORE.Window.screen.height / worker->absRange.height; // Scale according to absRange
touchAction = 2; // TOUCH_ACTION_MOVE
gestureUpdate = true;
@ -6844,12 +6852,12 @@ static void *EventThread(void *arg)
if (event.code == ABS_MT_POSITION_X)
{
if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale according to absRange
if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x) * CORE.Window.screen.width / worker->absRange.width; // Scale according to absRange
}
if (event.code == ABS_MT_POSITION_Y)
{
if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale according to absRange
if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y) * CORE.Window.screen.height / worker->absRange.height; // Scale according to absRange
}
if (event.code == ABS_MT_TRACKING_ID)
@ -6911,10 +6919,10 @@ static void *EventThread(void *arg)
if (!CORE.Input.Mouse.cursorHidden)
{
if (CORE.Input.Mouse.currentPosition.x < 0) CORE.Input.Mouse.currentPosition.x = 0;
if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
if (CORE.Input.Mouse.currentPosition.x > CORE.Window.screen.width / CORE.Input.Mouse.scale.x) CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width / CORE.Input.Mouse.scale.x;
if (CORE.Input.Mouse.currentPosition.y < 0) CORE.Input.Mouse.currentPosition.y = 0;
if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
if (CORE.Input.Mouse.currentPosition.y > CORE.Window.screen.height / CORE.Input.Mouse.scale.y) CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.height / CORE.Input.Mouse.scale.y;
}
// Update touch point count
@ -6986,11 +6994,11 @@ static void InitGamepad(void)
}
// Process Gamepad (/dev/input/js0)
static void *GamepadThread(void *arg)
static void* GamepadThread(void* arg)
{
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
#define JS_EVENT_INIT 0x80 // Initial state of device
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
#define JS_EVENT_INIT 0x80 // Initial state of device
struct js_event {
unsigned int time; // event timestamp in milliseconds
@ -7031,7 +7039,7 @@ static void *GamepadThread(void *arg)
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
{
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value / 32768;
}
}
}
@ -7045,13 +7053,13 @@ static void *GamepadThread(void *arg)
#if defined(PLATFORM_DRM)
// Search matching DRM mode in connector's mode list
static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
static int FindMatchingConnectorMode(const drmModeConnector* connector, const drmModeModeInfo* mode)
{
if (NULL == connector) return -1;
if (NULL == mode) return -1;
// safe bitwise comparison of two modes
#define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b))
#define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b))
for (size_t i = 0; i < connector->count_modes; i++)
{
@ -7063,11 +7071,11 @@ static int FindMatchingConnectorMode(const drmModeConnector *connector, const dr
return -1;
#undef BINCMP
#undef BINCMP
}
// Search exactly matching DRM connector mode in connector's list
static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
static int FindExactConnectorMode(const drmModeConnector* connector, uint width, uint height, uint fps, bool allowInterlaced)
{
TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
@ -7075,7 +7083,7 @@ static int FindExactConnectorMode(const drmModeConnector *connector, uint width,
for (int i = 0; i < CORE.Window.connector->count_modes; i++)
{
const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
const drmModeModeInfo* const mode = &CORE.Window.connector->modes[i];
TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
@ -7089,7 +7097,7 @@ static int FindExactConnectorMode(const drmModeConnector *connector, uint width,
}
// Search the nearest matching DRM connector mode in connector's list
static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
static int FindNearestConnectorMode(const drmModeConnector* connector, uint width, uint height, uint fps, bool allowInterlaced)
{
TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
@ -7098,7 +7106,7 @@ static int FindNearestConnectorMode(const drmModeConnector *connector, uint widt
int nearestIndex = -1;
for (int i = 0; i < CORE.Window.connector->count_modes; i++)
{
const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
const drmModeModeInfo* const mode = &CORE.Window.connector->modes[i];
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
(mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
@ -7141,7 +7149,7 @@ static int FindNearestConnectorMode(const drmModeConnector *connector, uint widt
#if defined(SUPPORT_EVENTS_AUTOMATION)
// NOTE: Loading happens over AutomationEvent *events
// TODO: This system should probably be redesigned
static void LoadAutomationEvents(const char *fileName)
static void LoadAutomationEvents(const char* fileName)
{
// Load events file (binary)
/*
@ -7161,7 +7169,7 @@ static void LoadAutomationEvents(const char *fileName)
*/
// Load events file (text)
FILE *repFile = fopen(fileName, "rt");
FILE* repFile = fopen(fileName, "rt");
if (repFile != NULL)
{
@ -7193,7 +7201,7 @@ static void LoadAutomationEvents(const char *fileName)
}
// Export recorded events into a file
static void ExportAutomationEvents(const char *fileName)
static void ExportAutomationEvents(const char* fileName)
{
unsigned char fileId[4] = "rEP ";
@ -7207,7 +7215,7 @@ static void ExportAutomationEvents(const char *fileName)
*/
// Export events as text
FILE *repFile = fopen(fileName, "wt");
FILE* repFile = fopen(fileName, "wt");
if (repFile != NULL)
{
@ -7233,7 +7241,7 @@ static void RecordAutomationEvent(unsigned int frame)
for (int key = 0; key < MAX_KEYBOARD_KEYS; key++)
{
// 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].type = INPUT_KEY_UP;
@ -7246,7 +7254,7 @@ static void RecordAutomationEvent(unsigned int frame)
}
// INPUT_KEY_DOWN
if (IsKeyDown(key))
if (CORE.Input.Keyboard.currentKeyState[key])
{
events[eventCount].frame = frame;
events[eventCount].type = INPUT_KEY_DOWN;
@ -7420,7 +7428,7 @@ static void RecordAutomationEvent(unsigned int frame)
events[eventCount].type = INPUT_GAMEPAD_AXIS_MOTION;
events[eventCount].params[0] = gamepad;
events[eventCount].params[1] = axis;
events[eventCount].params[2] = (int)(CORE.Input.Gamepad.axisState[gamepad][axis]*32768.0f);
events[eventCount].params[2] = (int)(CORE.Input.Gamepad.axisState[gamepad][axis] * 32768.0f);
TRACELOG(LOG_INFO, "[%i] INPUT_GAMEPAD_AXIS_MOTION: %i, %i, %i", events[eventCount].frame, events[eventCount].params[0], events[eventCount].params[1], events[eventCount].params[2]);
eventCount++;
@ -7452,10 +7460,10 @@ static void PlayAutomationEvent(unsigned int frame)
switch (events[i].type)
{
// Input events
case INPUT_KEY_UP: KEY_STATE(events[i].params[0]) = KEY_STATE_RELEASED; break; // param[0]: key
case INPUT_KEY_DOWN: KEY_STATE(events[i].params[0]) = KEY_STATE_PRESSED; 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_DOWN: KEY_STATE(events[i].params[0]) = KEY_STATE_PRESSED; 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: CORE.Input.Keyboard.currentKeyState[events[i].params[0]] = true; 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: CORE.Input.Mouse.currentButtonState[events[i].params[0]] = true; break; // param[0]: key
case INPUT_MOUSE_POSITION: // param[0]: x, param[1]: y
{
CORE.Input.Mouse.currentPosition.x = (float)events[i].params[0];
@ -7479,7 +7487,7 @@ static void PlayAutomationEvent(unsigned int frame)
case INPUT_GAMEPAD_BUTTON_DOWN: CORE.Input.Gamepad.currentButtonState[events[i].params[0]][events[i].params[1]] = true; break; // param[0]: gamepad, param[1]: button
case INPUT_GAMEPAD_AXIS_MOTION: // param[0]: gamepad, param[1]: axis, param[2]: delta
{
CORE.Input.Gamepad.axisState[events[i].params[0]][events[i].params[1]] = ((float)events[i].params[2]/32768.0f);
CORE.Input.Gamepad.axisState[events[i].params[0]][events[i].params[1]] = ((float)events[i].params[2] / 32768.0f);
} break;
case INPUT_GESTURE: GESTURES.current = events[i].params[0]; break; // param[0]: gesture (enum Gesture) -> rgestures.h: GESTURES.current
@ -7506,20 +7514,20 @@ static void PlayAutomationEvent(unsigned int frame)
#if !defined(SUPPORT_MODULE_RTEXT)
// Formatting of text with variables to 'embed'
// WARNING: String returned will expire after this function is called MAX_TEXTFORMAT_BUFFERS times
const char *TextFormat(const char *text, ...)
const char* TextFormat(const char* text, ...)
{
#ifndef MAX_TEXTFORMAT_BUFFERS
#define MAX_TEXTFORMAT_BUFFERS 4 // Maximum number of static buffers for text formatting
#define MAX_TEXTFORMAT_BUFFERS 4 // Maximum number of static buffers for text formatting
#endif
#ifndef MAX_TEXT_BUFFER_LENGTH
#define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer
#define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer
#endif
// We create an array of buffers so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
static char buffers[MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH] = { 0 };
static int index = 0;
char *currentBuffer = buffers[index];
char* currentBuffer = buffers[index];
memset(currentBuffer, 0, MAX_TEXT_BUFFER_LENGTH); // Clear buffer before using
va_list args;