Rest of input functions and camera system functions.

This commit is contained in:
jussi
2022-06-05 12:24:06 +03:00
parent b8d2fcd795
commit 9598d72b8b
6 changed files with 350 additions and 23 deletions

103
API.md
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@@ -1558,7 +1558,7 @@ Unload shader from GPU memory ( VRAM )
---
## Core - Input
## Core - Input-related Keyboard
---
@@ -1589,6 +1589,15 @@ Detect if a key has been released once
---
> released = RL_IsKeyUp( int key )
Check if a key is NOT being pressed
- Failure return nil
- Success return bool
---
> keycode = RL_GetKeyPressed()
Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
@@ -1611,6 +1620,10 @@ Set a custom key to exit program ( default is ESC )
---
## Core - Input-related Gamepad
---
> available = RL_IsGamepadAvailable( int gamepad )
Detect if a gamepad is available
@@ -1674,6 +1687,10 @@ Return gamepad internal name id
---
## Core - Input-related Mouse
---
> pressed = RL_IsMouseButtonPressed( int button )
Detect if a mouse button has been pressed once
@@ -1701,6 +1718,15 @@ Detect if a mouse button has been released once
---
> released = RL_IsMouseButtonUp( int button )
Check if a mouse button is NOT being pressed
- Failure return nil
- Success return bool
---
> position = RL_GetMousePosition()
Returns mouse position
@@ -1717,6 +1743,33 @@ Get mouse delta between frames
---
> success = RL_SetMousePosition( Vector2 position )
Set mouse position XY
- Failure return false
- Success return true
---
> success = RL_SetMouseOffset( Vector2 offset )
Set mouse offset
- Failure return false
- Success return true
---
> success = RL_SetMouseScale( Vector2 scale )
Set mouse scaling
- Failure return false
- Success return true
---
> movement = RL_GetMouseWheelMove()
Returns mouse wheel movement Y
@@ -1725,15 +1778,19 @@ Returns mouse wheel movement Y
---
> success = RL_SetMousePosition( Vector2 position )
> success = RL_SetMouseCursor( int cursor )
Set mouse position XY
Set mouse cursor
- Failure return false
- Success return true
---
## Core - Input-related Touch
---
> position = RL_GetTouchPosition( int index )
Get touch position XY for a touch point index ( relative to screen size )
@@ -1760,6 +1817,10 @@ Get touch point identifier for given index
---
## Core - Input-related Gestures
---
> success = RL_SetGesturesEnabled( unsigned int flags )
Enable a set of gestures using flags
@@ -2213,6 +2274,42 @@ Update camera position for selected mode
---
> success = RL_SetCameraPanControl( int keyPan )
Set camera pan key to combine with mouse movement ( free camera )
- Failure return false
- Success return true
---
> success = RL_SetCameraAltControl( int keyAlt )
Set camera alt key to combine with mouse movement ( free camera )
- Failure return false
- Success return true
---
> success = RL_SetCameraSmoothZoomControl( int keySmoothZoom )
Set camera smooth zoom key to combine with mouse ( free camera )
- Failure return false
- Success return true
---
> success = RL_SetCameraMoveControls( int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown )
Set camera move controls ( 1st person and 3rd person cameras )
- Failure return false
- Success return true
---
## Core - Screen-space
---

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@@ -103,7 +103,7 @@ end
local function tileCollision( entity )
local vPos = entity.pos + entity.vel -- Future pos with current vel.
local vRect = util.tableClone( entity.colRect )
local tinyGap = 0.001 -- Tiny slit between collisionRect and tile to prevent getting stuck on all seams.
local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
-- Move test rect to predicted position.
vRect[1] = vPos.x - vRect[3] / 2

View File

@@ -70,9 +70,9 @@ end
function process( delta )
-- Left player controls.
if RL_IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos.y then
if RL_IsKeyDown( KEY_W ) and 0 < playerLeft.pos.y then
playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
elseif RL_IsKeyDown( string.byte( "S" ) ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
elseif RL_IsKeyDown( KEY_S ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
playerLeft.pos.y = playerLeft.pos.y + PLAYER_SPEED * delta
end

View File

@@ -115,13 +115,19 @@ int lcoreGetCamera3DFovy( lua_State *L );
int lcoreGetCamera3DProjection( lua_State *L );
int lcoreUpdateCamera3D( lua_State *L );
int lcoreSetCamera3DMode( lua_State *L );
/* Input. */
int lcoreSetCameraPanControl( lua_State *L );
int lcoreSetCameraAltControl( lua_State *L );
int lcoreSetCameraSmoothZoomControl( lua_State *L );
int lcoreSetCameraMoveControls( lua_State *L );
/* Input-related Keyboard. */
int lcoreIsKeyPressed( lua_State *L );
int lcoreIsKeyDown( lua_State *L );
int lcoreIsKeyReleased( lua_State *L );
int lcoreIsKeyUp( lua_State *L );
int lcoreGetKeyPressed( lua_State *L );
int lcoreGetCharPressed( lua_State *L );
int lcoreSetExitKey( lua_State *L );
/* Input-related Gamepad. */
int lcoreIsGamepadAvailable( lua_State *L );
int lcoreIsGamepadButtonPressed( lua_State *L );
int lcoreIsGamepadButtonDown( lua_State *L );
@@ -129,16 +135,23 @@ int lcoreIsGamepadButtonReleased( lua_State *L );
int lcoreGetGamepadAxisCount( lua_State *L );
int lcoreGetGamepadAxisMovement( lua_State *L );
int lcoreGetGamepadName( lua_State *L );
/* Input-related Mouse. */
int lcoreIsMouseButtonPressed( lua_State *L );
int lcoreIsMouseButtonDown( lua_State *L );
int lcoreIsMouseButtonReleased( lua_State *L );
int lcoreIsMouseButtonUp( lua_State *L );
int lcoreGetMousePosition( lua_State *L );
int lcoreGetMouseDelta( lua_State *L );
int lcoreGetMouseWheelMove( lua_State *L );
int lcoreSetMousePosition( lua_State *L );
int lcoreSetMouseOffset( lua_State *L );
int lcoreSetMouseScale( lua_State *L );
int lcoreGetMouseWheelMove( lua_State *L );
int lcoreSetMouseCursor( lua_State *L );
/* Input-related Touch */
int lcoreGetTouchPosition( lua_State *L );
int lcoreGetTouchPointId( lua_State *L );
int lcoreGetTouchPointCount( lua_State *L );
/* Input-related Gestures. */
int lcoreSetGesturesEnabled( lua_State *L );
int lcoreIsGestureDetected( lua_State *L );
int lcoreGetGestureDetected( lua_State *L );

View File

@@ -1304,7 +1304,7 @@ int lcoreUnloadShader( lua_State *L ) {
}
/*
## Core - Input
## Core - Input-related Keyboard
*/
/*
@@ -1361,6 +1361,24 @@ int lcoreIsKeyReleased( lua_State *L ) {
return 1;
}
/*
> released = RL_IsKeyUp( int key )
Check if a key is NOT being pressed
- Failure return nil
- Success return bool
*/
int lcoreIsKeyUp( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsKeyUp( int key )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsKeyUp( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> keycode = RL_GetKeyPressed()
@@ -1403,6 +1421,10 @@ int lcoreSetExitKey( lua_State *L ) {
return 1;
}
/*
## Core - Input-related Gamepad
*/
/*
> available = RL_IsGamepadAvailable( int gamepad )
@@ -1529,6 +1551,10 @@ int lcoreGetGamepadName( lua_State *L ) {
return 1;
}
/*
## Core - Input-related Mouse
*/
/*
> pressed = RL_IsMouseButtonPressed( int button )
@@ -1583,6 +1609,24 @@ int lcoreIsMouseButtonReleased( lua_State *L ) {
return 1;
}
/*
> released = RL_IsMouseButtonUp( int button )
Check if a mouse button is NOT being pressed
- Failure return nil
- Success return bool
*/
int lcoreIsMouseButtonUp( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsMouseButtonUp( int button )" );
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsMouseButtonUp( lua_tointeger( L, -1 ) ) );
return 1;
}
/*
> position = RL_GetMousePosition()
@@ -1607,18 +1651,6 @@ int lcoreGetMouseDelta( lua_State *L ) {
return 1;
}
/*
> movement = RL_GetMouseWheelMove()
Returns mouse wheel movement Y
- Success return float
*/
int lcoreGetMouseWheelMove( lua_State *L ) {
lua_pushnumber( L, GetMouseWheelMove() );
return 1;
}
/*
> success = RL_SetMousePosition( Vector2 position )
@@ -1641,6 +1673,86 @@ int lcoreSetMousePosition( lua_State *L ) {
return 1;
}
/*
> success = RL_SetMouseOffset( Vector2 offset )
Set mouse offset
- Failure return false
- Success return true
*/
int lcoreSetMouseOffset( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMouseOffset( Vector2 offset )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 offset = uluaGetVector2( L );
SetMouseOffset( offset.x, offset.y );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetMouseScale( Vector2 scale )
Set mouse scaling
- Failure return false
- Success return true
*/
int lcoreSetMouseScale( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMouseScale( Vector2 scale )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 scale = uluaGetVector2( L );
SetMouseScale( scale.x, scale.y );
lua_pushboolean( L, true );
return 1;
}
/*
> movement = RL_GetMouseWheelMove()
Returns mouse wheel movement Y
- Success return float
*/
int lcoreGetMouseWheelMove( lua_State *L ) {
lua_pushnumber( L, GetMouseWheelMove() );
return 1;
}
/*
> success = RL_SetMouseCursor( int cursor )
Set mouse cursor
- Failure return false
- Success return true
*/
int lcoreSetMouseCursor( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMouseCursor( int cursor )" );
lua_pushboolean( L, false );
return 1;
}
SetMouseCursor( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
## Core - Input-related Touch
*/
/*
> position = RL_GetTouchPosition( int index )
@@ -1692,6 +1804,10 @@ int lcoreGetTouchPointCount( lua_State *L ) {
return 1;
}
/*
## Core - Input-related Gestures
*/
/*
> success = RL_SetGesturesEnabled( unsigned int flags )
@@ -2811,6 +2927,94 @@ int lcoreUpdateCamera3D( lua_State *L ) {
return 1;
}
/*
> success = RL_SetCameraPanControl( int keyPan )
Set camera pan key to combine with mouse movement ( free camera )
- Failure return false
- Success return true
*/
int lcoreSetCameraPanControl( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCameraPanControl( int keyPan )" );
lua_pushboolean( L, false );
return 1;
}
SetCameraPanControl( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCameraAltControl( int keyAlt )
Set camera alt key to combine with mouse movement ( free camera )
- Failure return false
- Success return true
*/
int lcoreSetCameraAltControl( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCameraAltControl( int keyAlt )" );
lua_pushboolean( L, false );
return 1;
}
SetCameraAltControl( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCameraSmoothZoomControl( int keySmoothZoom )
Set camera smooth zoom key to combine with mouse ( free camera )
- Failure return false
- Success return true
*/
int lcoreSetCameraSmoothZoomControl( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCameraSmoothZoomControl( int keySmoothZoom )" );
lua_pushboolean( L, false );
return 1;
}
SetCameraSmoothZoomControl( lua_tointeger( L, -1 ) );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_SetCameraMoveControls( int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown )
Set camera move controls ( 1st person and 3rd person cameras )
- Failure return false
- Success return true
*/
int lcoreSetCameraMoveControls( lua_State *L ) {
if ( !lua_isnumber( L, -6 ) || !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 )
|| !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetCameraMoveControls( int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown )" );
lua_pushboolean( L, false );
return 1;
}
int keyDown = lua_tointeger( L, -1 );
int keyUp = lua_tointeger( L, -2 );
int keyLeft = lua_tointeger( L, -3 );
int keyRight = lua_tointeger( L, -4 );
int keyBack = lua_tointeger( L, -5 );
int keyFront = lua_tointeger( L, -6 );
SetCameraMoveControls( keyFront, keyBack, keyRight, keyLeft, keyUp, keyDown );
lua_pushboolean( L, true );
return 1;
}
/*
## Core - Screen-space
*/

View File

@@ -747,13 +747,19 @@ void luaRegister() {
lua_register( L, "RL_GetCamera3DProjection", lcoreGetCamera3DProjection );
lua_register( L, "RL_UpdateCamera3D", lcoreUpdateCamera3D );
lua_register( L, "RL_SetCamera3DMode", lcoreSetCamera3DMode );
/* Input. */
lua_register( L, "RL_SetCameraPanControl", lcoreSetCameraPanControl );
lua_register( L, "RL_SetCameraAltControl", lcoreSetCameraAltControl );
lua_register( L, "RL_SetCameraSmoothZoomControl", lcoreSetCameraSmoothZoomControl );
lua_register( L, "RL_SetCameraMoveControls", lcoreSetCameraMoveControls );
/* Input-related Keyboard. */
lua_register( L, "RL_IsKeyPressed", lcoreIsKeyPressed );
lua_register( L, "RL_IsKeyDown", lcoreIsKeyDown );
lua_register( L, "RL_IsKeyReleased", lcoreIsKeyReleased );
lua_register( L, "RL_IsKeyUp", lcoreIsKeyUp );
lua_register( L, "RL_GetKeyPressed", lcoreGetKeyPressed );
lua_register( L, "RL_GetCharPressed", lcoreGetCharPressed );
lua_register( L, "RL_SetExitKey", lcoreSetExitKey );
/* Input-related Gamepad. */
lua_register( L, "RL_IsGamepadAvailable", lcoreIsGamepadAvailable );
lua_register( L, "RL_IsGamepadButtonPressed", lcoreIsGamepadButtonPressed );
lua_register( L, "RL_IsGamepadButtonDown", lcoreIsGamepadButtonDown );
@@ -761,16 +767,23 @@ void luaRegister() {
lua_register( L, "RL_GetGamepadAxisCount", lcoreGetGamepadAxisCount );
lua_register( L, "RL_GetGamepadAxisMovement", lcoreGetGamepadAxisMovement );
lua_register( L, "RL_GetGamepadName", lcoreGetGamepadName );
/* Input-related Mouse. */
lua_register( L, "RL_IsMouseButtonPressed", lcoreIsMouseButtonPressed );
lua_register( L, "RL_IsMouseButtonDown", lcoreIsMouseButtonDown );
lua_register( L, "RL_IsMouseButtonReleased", lcoreIsMouseButtonReleased );
lua_register( L, "RL_IsMouseButtonUp", lcoreIsMouseButtonUp );
lua_register( L, "RL_GetMousePosition", lcoreGetMousePosition );
lua_register( L, "RL_GetMouseDelta", lcoreGetMouseDelta );
lua_register( L, "RL_GetMouseWheelMove", lcoreGetMouseWheelMove );
lua_register( L, "RL_SetMousePosition", lcoreSetMousePosition );
lua_register( L, "RL_SetMouseOffset", lcoreSetMouseOffset );
lua_register( L, "RL_SetMouseScale", lcoreSetMouseScale );
lua_register( L, "RL_GetMouseWheelMove", lcoreGetMouseWheelMove );
lua_register( L, "RL_SetMouseCursor", lcoreSetMouseCursor );
/* Input-related Touch */
lua_register( L, "RL_GetTouchPosition", lcoreGetTouchPosition );
lua_register( L, "RL_GetTouchPointId", lcoreGetTouchPointId );
lua_register( L, "RL_GetTouchPointCount", lcoreGetTouchPointCount );
/* Input-related Gestures. */
lua_register( L, "RL_SetGesturesEnabled", lcoreSetGesturesEnabled );
lua_register( L, "RL_IsGestureDetected", lcoreIsGestureDetected );
lua_register( L, "RL_GetGestureDetected", lcoreGetGestureDetected );