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REVIEWED: Formatting, follow raylib coding conventions
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@ -81,7 +81,7 @@ static PlatformData platform = { 0 }; // Platform specific data
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// Local Variables Definition
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//----------------------------------------------------------------------------------
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#define KEYCODE_MAP_SIZE 162
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static const KeyboardKey KeycodeMap[KEYCODE_MAP_SIZE] = {
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static const KeyboardKey mapKeycode[KEYCODE_MAP_SIZE] = {
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KEY_NULL, // AKEYCODE_UNKNOWN
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0, // AKEYCODE_SOFT_LEFT
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0, // AKEYCODE_SOFT_RIGHT
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@ -1133,9 +1133,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
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event, AMOTION_EVENT_AXIS_RZ, 0);
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CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
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event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
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event, AMOTION_EVENT_AXIS_BRAKE, 0)*2.0f - 1.0f;
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CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
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event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
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event, AMOTION_EVENT_AXIS_GAS, 0)*2.0f - 1.0f;
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// dpad is reported as an axis on android
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float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
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@ -1201,7 +1201,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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return 1; // Handled gamepad button
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}
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KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE) ? KeycodeMap[keycode] : KEY_NULL;
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KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE)? mapKeycode[keycode] : KEY_NULL;
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if (key != KEY_NULL)
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{
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// Save current key and its state
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@ -1252,10 +1252,10 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
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CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
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// Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
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float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
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float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
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CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
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CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
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float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x)/(float)CORE.Window.display.width;
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float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y)/(float)CORE.Window.display.height;
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CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x*widthRatio - (float)CORE.Window.renderOffset.x/2;
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CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y*heightRatio - (float)CORE.Window.renderOffset.y/2;
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}
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int32_t action = AMotionEvent_getAction(event);
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