Merge branch 'IsKeyPressedRepeat' of https://github.com/n77y/raylib into IsKeyPressedRepeat

This commit is contained in:
Nickolas McDonald 2023-08-20 18:50:42 -04:00
commit caca605351
6 changed files with 89 additions and 36 deletions

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@ -187,12 +187,11 @@ int main(void)
// Add a new set of emojis when SPACE is pressed
if (IsKeyPressed(KEY_SPACE)) RandomizeEmoji();
// Set the selected emoji and copy its text to clipboard
// Set the selected emoji
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (hovered != -1) && (hovered != selected))
{
selected = hovered;
selectedPos = hoveredPos;
SetClipboardText(messages[emoji[selected].message].text);
}
Vector2 mouse = GetMousePosition();
@ -342,7 +341,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
{
int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
float textOffsetY = 0; // Offset between lines (on line break '\n')
float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scaleFactor = fontSize/(float)font.baseSize; // Character rectangle scaling factor

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@ -6,7 +6,6 @@ pub fn addRaylib(b: *std.Build, target: std.zig.CrossTarget, optimize: std.built
"-std=gnu99",
"-D_GNU_SOURCE",
"-DGL_SILENCE_DEPRECATION=199309L",
"-fno-sanitize=undefined", // https://github.com/raysan5/raylib/issues/1891
};
const raylib = b.addStaticLibrary(.{
@ -22,15 +21,38 @@ pub fn addRaylib(b: *std.Build, target: std.zig.CrossTarget, optimize: std.built
}
raylib.addCSourceFiles(&.{
srcdir ++ "/raudio.c",
srcdir ++ "/rcore.c",
srcdir ++ "/rmodels.c",
srcdir ++ "/rshapes.c",
srcdir ++ "/rtext.c",
srcdir ++ "/rtextures.c",
srcdir ++ "/utils.c",
}, raylib_flags);
if (options.raudio) {
raylib.addCSourceFiles(&.{
srcdir ++ "/raudio.c",
}, raylib_flags);
}
if (options.rmodels) {
raylib.addCSourceFiles(&.{
srcdir ++ "/rmodels.c",
}, &[_][]const u8{
"-fno-sanitize=undefined", // https://github.com/raysan5/raylib/issues/1891
} ++ raylib_flags);
}
if (options.rshapes) {
raylib.addCSourceFiles(&.{
srcdir ++ "/rshapes.c",
}, raylib_flags);
}
if (options.rtext) {
raylib.addCSourceFiles(&.{
srcdir ++ "/rtext.c",
}, raylib_flags);
}
if (options.rtextures) {
raylib.addCSourceFiles(&.{
srcdir ++ "/rtextures.c",
}, raylib_flags);
}
var gen_step = std.build.Step.WriteFile.create(b);
raylib.step.dependOn(&gen_step.step);
@ -137,6 +159,11 @@ pub fn addRaylib(b: *std.Build, target: std.zig.CrossTarget, optimize: std.built
}
pub const Options = struct {
raudio: bool = true,
rmodels: bool = true,
rshapes: bool = true,
rtext: bool = true,
rtextures: bool = true,
raygui: bool = false,
platform_drm: bool = false,
};
@ -152,19 +179,24 @@ pub fn build(b: *std.Build) void {
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
const raygui = b.option(bool, "raygui", "Compile with raygui support");
const platform_drm = b.option(bool, "platform_drm", "Compile raylib in native mode (no X11)");
const defaults = Options{};
const options = Options{
.platform_drm = b.option(bool, "platform_drm", "Compile raylib in native mode (no X11)") orelse defaults.platform_drm,
.raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio,
.rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels,
.rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext,
.rtextures = b.option(bool, "rtextures", "Compile with textures support") orelse defaults.rtextures,
.rshapes = b.option(bool, "rshapes", "Compile with shapes support") orelse defaults.rshapes,
.raygui = b.option(bool, "raygui", "Compile with raygui support") orelse defaults.raygui,
};
const lib = addRaylib(b, target, optimize, .{
.raygui = raygui orelse false,
.platform_drm = platform_drm orelse false,
});
const lib = addRaylib(b, target, optimize, options);
lib.installHeader("src/raylib.h", "raylib.h");
lib.installHeader("src/raymath.h", "raymath.h");
lib.installHeader("src/rlgl.h", "rlgl.h");
if (raygui orelse false) {
if (options.raygui) {
lib.installHeader("../raygui/src/raygui.h", "raygui.h");
}

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@ -1115,6 +1115,7 @@ RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize
// Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed

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@ -438,7 +438,9 @@ typedef struct CoreData {
int exitKey; // Default exit key
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
// NOTE: Since key press logic involves comparing prev vs cur key state, we need to handle key repeats specially
char keyRepeatInFrame[MAX_KEYBOARD_KEYS]; // Registers key repeats for current frame.
int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
int keyPressedQueueCount; // Input keys queue count
@ -3757,6 +3759,13 @@ bool IsKeyPressed(int key)
return pressed;
}
// Check if a key has been pressed again (only PLATFORM_DESKTOP)
bool IsKeyPressedRepeat(int key)
{
if (CORE.Input.Keyboard.keyRepeatInFrame[key] == 1) return true;
else return false;
}
// Check if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
@ -4474,13 +4483,16 @@ static bool InitGraphicsDevice(int width, int height)
#endif
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
// NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
// to be activated on web platforms since VSync is enforced there.
#if !defined(PLATFORM_WEB)
if (CORE.Window.flags & FLAG_VSYNC_HINT)
{
// WARNING: It seems to hit a critical render path in Intel HD Graphics
glfwSwapInterval(1);
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
#endif
int fbWidth = CORE.Window.screen.width;
int fbHeight = CORE.Window.screen.height;
@ -5183,6 +5195,8 @@ void PollInputEvents(void)
// Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset key repeats
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM))
// Reset last gamepad button/axis registered state
@ -5195,7 +5209,8 @@ void PollInputEvents(void)
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;
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
PollKeyboardEvents();
@ -5611,7 +5626,8 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
// 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;
else if(action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
else if(action == GLFW_REPEAT) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
if (action == GLFW_REPEAT) CORE.Input.Keyboard.repeatKeyState[key] = 1;
@ -6386,7 +6402,11 @@ 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++) CORE.Input.Keyboard.currentKeyState[i] = 0;
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.currentKeyState[i] = 0;
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
// Fill all read bytes (looking for keys)
for (int i = 0; i < bufferByteCount; i++)

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@ -2945,7 +2945,6 @@ bool rlCheckRenderBatchLimit(int vCount)
unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount)
{
unsigned int id = 0;
if (data == NULL) return id;
glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding

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@ -498,6 +498,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
}
// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
@ -530,6 +537,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
// NOTE: Every QUAD actually represents two segments
for (int i = 0; i < segments/2; i++)
{
@ -539,7 +547,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
rlVertex2f(center.x, center.y);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
@ -547,11 +555,11 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
angle += (stepLength*2);
angle += (stepLength*2.0f);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
if (segments%2)
if ((segments%2) == 1)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@ -567,6 +575,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
}
rlEnd();
rlSetTexture(0);
@ -659,13 +668,6 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
rlEnd();
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
}
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{