fix some bugs

This commit is contained in:
ColleagueRiley 2024-11-19 21:40:04 -05:00
commit efe1bd282b

57
src/external/RGFW.h vendored
View file

@ -487,12 +487,14 @@ typedef struct RGFW_Event {
u8 lockState;
u8 button; /* !< which mouse button was pressed */
u8 button; /* !< which mouse (or joystick) button was pressed */
double scroll; /*!< the raw mouse scroll value */
u16 joystick; /*! which joystick this event applies to (if applicable to any) */
u8 axisesCount; /*!< number of axises */
RGFW_point axis[2]; /*!< x, y of axises (-100 to 100) */
u8 whichAxis; /* which axis was effected */
RGFW_point axis[4]; /*!< x, y of axises (-100 to 100) */
u64 frameTime, frameTime2; /*!< this is used for counting the fps */
} RGFW_Event;
@ -2300,6 +2302,7 @@ This is where OS specific stuff starts
win->event.axis[e.number / 2].y = yAxis;
win->event.type = RGFW_jsAxisMove;
win->event.joystick = i;
win->event.whichAxis = e.number / 2;
RGFW_jsAxisCallback(win, i, win->event.axis, win->event.axisesCount);
return &win->event;
@ -5699,6 +5702,8 @@ RGFW_UNUSED(win); /*!< if buffer rendering is not being used */
RGFW_point axis2 = RGFW_POINT(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
if (axis1.x != e->axis[0].x || axis1.y != e->axis[0].y || axis2.x != e->axis[1].x || axis2.y != e->axis[1].y) {
win->event.whichAxis = (axis1.x != e->axis[0].x || axis1.y != e->axis[0].y) ? 0 : 1;
e->type = RGFW_jsAxisMove;
e->axis[0] = axis1;
@ -8317,7 +8322,7 @@ EM_BOOL Emscripten_on_fullscreenchange(int eventType, const EmscriptenFullscreen
RGFW_events[RGFW_eventLen].type = RGFW_windowResized;
RGFW_eventLen++;
RGFW_root->r = RGFW_RECT(0, 0, e->elementWidth, e->elementHeight);
RGFW_windowResizeCallback(RGFW_root, RGFW_root->r);
return EM_TRUE;
@ -8401,7 +8406,7 @@ EM_BOOL Emscripten_on_wheel(int eventType, const EmscriptenWheelEvent* e, void*
RGFW_events[RGFW_eventLen].type = RGFW_mouseButtonPressed;
RGFW_events[RGFW_eventLen].point = RGFW_POINT(e->mouse.targetX, e->mouse.targetY);
RGFW_events[RGFW_eventLen].button = RGFW_mouseScrollUp + (e->deltaY < 0);
RGFW_events[RGFW_eventLen].scroll = e->deltaY;
RGFW_events[RGFW_eventLen].scroll = e->deltaY < 0 ? 1 : -1;
RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].prev = RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current;
RGFW_mouseButtons[RGFW_events[RGFW_eventLen].button].current = 1;
@ -8474,7 +8479,7 @@ EM_BOOL Emscripten_on_gamepad(int eventType, const EmscriptenGamepadEvent *gamep
if (gamepadEvent->index >= 4)
return 0;
RGFW_joysticks[gamepadEvent->index] = gamepadEvent->connected;
return 1; // The event was consumed by the callback handler
@ -8534,8 +8539,7 @@ void EMSCRIPTEN_KEEPALIVE RGFW_makeSetValue(size_t index, char* file) {
*/
RGFW_events[RGFW_eventLen].type = RGFW_dnd;
char** arr = (char**)&RGFW_events[RGFW_eventLen].droppedFiles[index];
*arr = file;
strcpy((char*)RGFW_events[RGFW_eventLen].droppedFiles[index], file);
}
#include <sys/stat.h>
@ -8689,49 +8693,58 @@ RGFW_window* RGFW_createWindow(const char* name, RGFW_rect rect, u16 args) {
RGFW_Event* RGFW_window_checkEvent(RGFW_window* win) {
static u8 index = 0;
if (index == 0)
if (index == 0) {
RGFW_resetKey();
}
emscripten_sample_gamepad_data();
/* check gamepads */
for (int i = 0; (i < emscripten_get_num_gamepads()) && (i < 4); i++) {
if (RGFW_joysticks[i] == 0)
continue;;
continue;
EmscriptenGamepadEvent gamepadState;
if (emscripten_get_gamepad_status(i, &gamepadState) != EMSCRIPTEN_RESULT_SUCCESS)
break;
// Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < 16); j++) {
u32 map[] = {
RGFW_JS_A, RGFW_JS_X, RGFW_JS_B, RGFW_JS_Y,
RGFW_JS_A, RGFW_JS_B, RGFW_JS_X, RGFW_JS_Y,
RGFW_JS_L1, RGFW_JS_R1, RGFW_JS_L2, RGFW_JS_R2,
RGFW_JS_SELECT, RGFW_JS_START,
0, 0,
404, 404,
RGFW_JS_UP, RGFW_JS_DOWN, RGFW_JS_LEFT, RGFW_JS_RIGHT
};
u32 button = map[j];
if (button == 404)
continue;
if (RGFW_jsPressed[i][button] != gamepadState.digitalButton[j]) {
win->event.type = RGFW_jsButtonPressed;
if (gamepadState.digitalButton[j])
win->event.type = RGFW_jsButtonPressed;
else
win->event.type = RGFW_jsButtonReleased;
win->event.joystick = i;
win->event.button = map[j];
RGFW_jsPressed[i][button] = gamepadState.digitalButton[j];
return &win->event;
}
RGFW_jsPressed[i][button] = gamepadState.digitalButton[j];
}
for (int j = 0; (j < gamepadState.numAxes) && (j < 4); j += 2) {
win->event.axisesCount = gamepadState.numAxes;
if (win->event.axis[j].x != gamepadState.axis[j] ||
win->event.axis[j].y != gamepadState.axis[j + 1]
if (win->event.axis[j].x != (i8)(gamepadState.axis[j] * 100.0f) ||
win->event.axis[j].y != (i8)(gamepadState.axis[j + 1] * 100.0f)
) {
win->event.axis[j].x = gamepadState.axis[j];
win->event.axis[j].y = gamepadState.axis[j + 1];
win->event.axis[j / 2].x = (i8)(gamepadState.axis[j] * 100.0f);
win->event.axis[j / 2].y = (i8)(gamepadState.axis[j + 1] * 100.0f);
win->event.type = RGFW_jsAxisMove;
win->event.joystick = i;
win->event.whichAxis = j / 2;
return &win->event;
}
}
@ -8740,7 +8753,7 @@ RGFW_Event* RGFW_window_checkEvent(RGFW_window* win) {
/* check queued events */
if (RGFW_eventLen == 0)
return NULL;
RGFW_events[index].frameTime = win->event.frameTime;
RGFW_events[index].frameTime2 = win->event.frameTime2;
RGFW_events[index].inFocus = win->event.inFocus;