Support for different platforms. Platform_desktop_sdl.

This commit is contained in:
jussi
2023-11-23 00:00:49 +02:00
parent 85a48cf093
commit 1ab9722875
20 changed files with 775 additions and 733 deletions

View File

@@ -1887,56 +1887,6 @@ int lcoreSetExitKey( lua_State *L ) {
return 0;
}
/*
> keyName = RL.GetKeyName( int key, int scancode )
This function returns the name of the specified printable key, encoded as UTF-8.
This is typically the character that key would produce without any modifier keys,
intended for displaying key bindings to the user. For dead keys, it is typically
the diacritic it would add to a character.
Do not use this function for text input. You will break text input for many
languages even if it happens to work for yours.
If the key is KEY_UNKNOWN, the scancode is used to identify the key,
otherwise the scancode is ignored. If you specify a non-printable key,
or KEY_UNKNOWN and a scancode that maps to a non-printable key,
this function returns nil but does not emit an error.
- Success return string or nil
*/
int lcoreGetKeyName( lua_State *L ) {
int key = luaL_checkinteger( L, 1 );
int scancode = luaL_checkinteger( L, 2 );
const char *keyName = glfwGetKeyName( key, scancode );
if ( keyName != NULL ) {
lua_pushstring( L, keyName );
}
else {
lua_pushnil( L );
}
return 1;
}
/*
> scancode = RL.GetKeyScancode( int key )
This function returns the platform-specific scancode of the specified key.
If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
- Success return int
*/
int lcoreGetKeyScancode( lua_State *L ) {
int key = luaL_checkinteger( L, 1 );
lua_pushinteger( L, glfwGetKeyScancode( key ) );
return 1;
}
/*
## Core - Input-related functions: gamepads
*/