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Imports and renames for Buttons

Kajetan Johannes Hammerle 11 månader sedan
förälder
incheckning
6d79db8f0c
3 ändrade filer med 52 tillägg och 39 borttagningar
  1. 28 14
      include/core/Window.h
  2. 14 14
      src/Window.c
  3. 10 11
      test/modules/WindowTests.c

+ 28 - 14
include/core/Window.h

@@ -52,22 +52,22 @@ float coreGetWindowFramesPerSecond(void);
 
 typedef size_t CoreButton;
 
-CoreButton coreControlsAdd(const char* name);
-void coreControlsBindKey(CoreButton b, int key);
-void coreControlsBindGamepad(CoreButton b, int gamepadButton);
-void coreControlsBindMouse(CoreButton b, int mouseButton);
+CoreButton coreAddButton(const char* name);
+void coreBindKeyToButton(CoreButton b, int key);
+void coreBindGamepadToButton(CoreButton b, int gamepadButton);
+void coreBindMouseToButton(CoreButton b, int mouseButton);
 
-CoreVector2 coreControlsLastMousePosition(void);
-CoreVector2 coreControlsMousePosition(void);
-CoreVector2 coreControlsLeftGamepadAxis(void);
-CoreVector2 coreControlsRightGamepadAxis(void);
-float coreControlsLeftGamepadTrigger(void);
-float coreControlsRightGamepadTrigger(void);
+CoreVector2 coreGetLastMousePosition(void);
+CoreVector2 coreGetMousePosition(void);
+CoreVector2 coreGetLeftGamepadAxis(void);
+CoreVector2 coreGetRightGamepadAxis(void);
+float coreGetLeftGamepadTrigger(void);
+float coreGetRightGamepadTrigger(void);
 
-bool coreControlsDown(CoreButton b);
-int coreControlsDownTime(CoreButton b);
-bool coreControlsReleased(CoreButton b);
-const char* coreControlsName(CoreButton b);
+bool coreIsButtonDown(CoreButton b);
+int coreGetButtonDownTime(CoreButton b);
+bool coreWasButtonReleased(CoreButton b);
+const char* coreGetButtonName(CoreButton b);
 
 #ifdef IMPORT_CORE
 #define WindowRunHandler CoreWindowRunHandler
@@ -91,6 +91,20 @@ const char* coreControlsName(CoreButton b);
 #define getWindowTicksPerSecond coreGetWindowTicksPerSecond
 #define getWindowFramesPerSecond coreGetWindowFramesPerSecond
 #define Button CoreButton
+#define addButton coreAddButton
+#define bindKeyToButton coreBindKeyToButton
+#define bindGamepadToButton coreBindGamepadToButton
+#define bindMouseToButton coreBindMouseToButton
+#define getLastMousePosition coreGetLastMousePosition
+#define getMousePosition coreGetMousePosition
+#define getLeftGamepadAxis coreGetLeftGamepadAxis
+#define getRightGamepadAxis coreGetRightGamepadAxis
+#define getLeftGamepadTrigger coreGetLeftGamepadTrigger
+#define getRightGamepadTrigger coreGetRightGamepadTrigger
+#define isButtonDown coreIsButtonDown
+#define getButtonDownTime coreGetButtonDownTime
+#define wasButtonReleased coreWasButtonReleased
+#define getButtonName coreGetButtonName
 #endif
 
 #endif

+ 14 - 14
src/Window.c

@@ -421,7 +421,7 @@ const List<uint32>& Window::Input::getUnicode() {
     return input;
 }*/
 
-Button coreControlsAdd(const char* name) {
+Button coreAddButton(const char* name) {
     if(buttonIndex >= BUTTONS) {
         return 0;
     }
@@ -430,47 +430,47 @@ Button coreControlsAdd(const char* name) {
     return b;
 }
 
-void coreControlsBindKey(Button b, int key) {
+void coreBindKeyToButton(Button b, int key) {
     if(key >= 0 && key < KEYS) {
         keyToButton[key] = b;
     }
 }
 
-void coreControlsBindGamepad(Button b, int gamepadButton) {
+void coreBindGamepadToButton(Button b, int gamepadButton) {
     if(gamepadButton >= 0 && gamepadButton < GAMEPAD_BUTTONS) {
         gamepadToButton[gamepadButton] = b;
     }
 }
 
-void coreControlsBindMouse(Button b, int mouseButton) {
+void coreBindMouseToButton(Button b, int mouseButton) {
     if(mouseButton >= 0 && mouseButton < MOUSE_BUTTONS) {
         mouseToButton[mouseButton] = b;
     }
 }
 
-Vector2 coreControlsLastMousePosition(void) {
+Vector2 coreGetLastMousePosition(void) {
     return lastMousePosition;
 }
 
-Vector2 coreControlsMousePosition(void) {
+Vector2 coreGetMousePosition(void) {
     return mousePosition;
 }
 
-Vector2 coreControlsLeftGamepadAxis(void) {
+Vector2 coreGetLeftGamepadAxis(void) {
     return (Vector2){{lastControllerState.axes[GLFW_GAMEPAD_AXIS_LEFT_X],
                       lastControllerState.axes[GLFW_GAMEPAD_AXIS_LEFT_Y]}};
 }
 
-Vector2 coreControlsRightGamepadAxis(void) {
+Vector2 coreGetRightGamepadAxis(void) {
     return (Vector2){{lastControllerState.axes[GLFW_GAMEPAD_AXIS_RIGHT_X],
                       lastControllerState.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]}};
 }
 
-float coreControlsLeftGamepadTrigger(void) {
+float coreGetLeftGamepadTrigger(void) {
     return lastControllerState.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER];
 }
 
-float coreControlsRightGamepadTrigger(void) {
+float coreGetRightGamepadTrigger(void) {
     return lastControllerState.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER];
 }
 
@@ -478,18 +478,18 @@ static const ButtonData* getButton(Button id) {
     return buttons + (id >= buttonIndex ? 0 : id);
 }
 
-bool coreControlsDown(Button b) {
+bool coreIsButtonDown(Button b) {
     return getButton(b)->downTime > 0;
 }
 
-int coreControlsDownTime(Button b) {
+int coreGetButtonDownTime(Button b) {
     return getButton(b)->downTime;
 }
 
-bool coreControlsReleased(Button b) {
+bool coreWasButtonReleased(Button b) {
     return getButton(b)->released;
 }
 
-const char* coreControlsName(Button b) {
+const char* coreGetButtonName(Button b) {
     return getButton(b)->name;
 }

+ 10 - 11
test/modules/WindowTests.c

@@ -11,7 +11,7 @@ static Button closeButton = 0;
 static Button testButton = 0;
 
 static bool isRunning(void*) {
-    return !shouldWindowClose() && ticks > 0 && !coreControlsDown(closeButton);
+    return !shouldWindowClose() && ticks > 0 && !isButtonDown(closeButton);
 }
 
 static void tick(void*) {
@@ -19,14 +19,13 @@ static void tick(void*) {
     printf("TPS: %.3f\nFPS: %.3f\n", (double)getWindowTicksPerSecond(),
            (double)getWindowFramesPerSecond());
     printf("%12s | Down: %d | DownTime: %3d | Released: %d\n",
-           coreControlsName(closeButton), coreControlsDown(closeButton),
-           coreControlsDownTime(closeButton),
-           coreControlsReleased(closeButton));
+           getButtonName(closeButton), isButtonDown(closeButton),
+           getButtonDownTime(closeButton), wasButtonReleased(closeButton));
     printf("%12s | Down: %d | DownTime: %3d | Released: %d\n",
-           coreControlsName(testButton), coreControlsDown(testButton),
-           coreControlsDownTime(testButton), coreControlsReleased(testButton));
+           getButtonName(testButton), isButtonDown(testButton),
+           getButtonDownTime(testButton), wasButtonReleased(testButton));
 
-    Vector2 mouse = coreControlsLastMousePosition();
+    Vector2 mouse = getLastMousePosition();
     printf("Mouse: %.2f %.2f\n", (double)mouse.data[0], (double)mouse.data[1]);
 }
 
@@ -39,10 +38,10 @@ void testWindow(void) {
         return;
     }
 
-    closeButton = coreControlsAdd("Close Button");
-    coreControlsBindKey(closeButton, GLFW_KEY_Q);
-    testButton = coreControlsAdd("Test Button");
-    coreControlsBindKey(testButton, GLFW_KEY_T);
+    closeButton = addButton("Close Button");
+    bindKeyToButton(closeButton, GLFW_KEY_Q);
+    testButton = addButton("Test Button");
+    bindKeyToButton(testButton, GLFW_KEY_T);
 
     showWindow();
     setWindowRunHandler(isRunning, nullptr);