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:
raysan5
2016-04-17 11:19:32 +02:00
parent 0da88ac5c5
commit 6b5e18e6bf
2 changed files with 148 additions and 132 deletions

View File

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