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https://github.com/raysan5/raylib.git
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Make mouse inputs available on Android for...
... easy code porting, transalating them to touches and gestures internally. Removed function SetCustomCursor(), it can be managed by the user.
This commit is contained in:
35
src/raylib.h
35
src/raylib.h
@@ -557,13 +557,15 @@ void CloseWindow(void); // Close Window and
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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#endif
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int GetScreenWidth(void); // Get current screen width
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int GetScreenHeight(void); // Get current screen height
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void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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void EnableCursor(void); // Enables cursor
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void DisableCursor(void); // Disables cursor
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
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@@ -610,6 +612,15 @@ bool IsKeyDown(int key); // Detect if a key is be
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bool IsKeyReleased(int key); // Detect if a key has been released once
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bool IsKeyUp(int key); // Detect if a key is NOT being pressed
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int GetKeyPressed(void); // Get latest key pressed
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
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bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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#endif
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bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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@@ -621,20 +632,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio
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void SetMousePosition(Vector2 position); // Set mouse position XY
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int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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void EnableCursor(void); // Enables cursor
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void DisableCursor(void); // Disables cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
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bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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#endif
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int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
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int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
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Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
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@@ -649,7 +646,7 @@ bool IsButtonReleased(int button); // Detect if an android
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
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void UpdateGestures(void); // Update gestures detected (must be called every frame)
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void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
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bool IsGestureDetected(void); // Check if a gesture have been detected
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int GetGestureType(void); // Get latest detected gesture
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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