diff --git a/docs/images/rfxgen_dark.old.png b/docs/images/rfxgen_dark.old.png new file mode 100644 index 000000000..b9175d1c6 Binary files /dev/null and b/docs/images/rfxgen_dark.old.png differ diff --git a/docs/images/rfxgen_dark.png b/docs/images/rfxgen_dark.png index b9175d1c6..18c333e5e 100644 Binary files a/docs/images/rfxgen_dark.png and b/docs/images/rfxgen_dark.png differ diff --git a/docs/images/rfxgen_light.png b/docs/images/rfxgen_light.png new file mode 100644 index 000000000..cf46e7174 Binary files /dev/null and b/docs/images/rfxgen_light.png differ diff --git a/docs/images/raygui_styler.png b/docs/images/rguistyler.png similarity index 100% rename from docs/images/raygui_styler.png rename to docs/images/rguistyler.png diff --git a/src/core.c b/src/core.c index a3b5f4860..c0f5be83a 100644 --- a/src/core.c +++ b/src/core.c @@ -583,12 +583,15 @@ void SetWindowIcon(Image image) // Set window position on screen (windowed mode) void SetWindowPosition(int x, int y) { +#if defined(PLATFORM_DESKTOP) glfwSetWindowPos(window, x, y); +#endif } // Set monitor for the current window (fullscreen mode) void SetWindowMonitor(int monitor) { +#if defined(PLATFORM_DESKTOP) int monitorCount; GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); @@ -598,6 +601,7 @@ void SetWindowMonitor(int monitor) TraceLog(INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); } else TraceLog(WARNING, "Selected monitor not found"); +#endif } // Get current screen width @@ -1125,16 +1129,16 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera) MatrixInvert(&matProjView); // Calculate far and near points - Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f }; - Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f }; + Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f }; + Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f }; // Multiply points by unproject matrix - QuaternionTransform(&near, matProjView); - QuaternionTransform(&far, matProjView); + QuaternionTransform(&qNear, matProjView); + QuaternionTransform(&qFar, matProjView); // Calculate normalized world points in vectors - Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w}; - Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w}; + Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w}; + Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w}; #endif // Calculate normalized direction vector