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16
src/core.c
16
src/core.c
@ -583,12 +583,15 @@ void SetWindowIcon(Image image)
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// Set window position on screen (windowed mode)
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// Set window position on screen (windowed mode)
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void SetWindowPosition(int x, int y)
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void SetWindowPosition(int x, int y)
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{
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{
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#if defined(PLATFORM_DESKTOP)
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glfwSetWindowPos(window, x, y);
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glfwSetWindowPos(window, x, y);
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#endif
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}
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}
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// Set monitor for the current window (fullscreen mode)
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// Set monitor for the current window (fullscreen mode)
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void SetWindowMonitor(int monitor)
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void SetWindowMonitor(int monitor)
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{
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{
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#if defined(PLATFORM_DESKTOP)
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int monitorCount;
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int monitorCount;
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GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
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GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
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@ -598,6 +601,7 @@ void SetWindowMonitor(int monitor)
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TraceLog(INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
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TraceLog(INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
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}
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}
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else TraceLog(WARNING, "Selected monitor not found");
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else TraceLog(WARNING, "Selected monitor not found");
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#endif
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}
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}
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// Get current screen width
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// Get current screen width
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@ -1125,16 +1129,16 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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MatrixInvert(&matProjView);
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MatrixInvert(&matProjView);
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// Calculate far and near points
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// Calculate far and near points
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Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
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Quaternion qNear = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
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Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
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Quaternion qFar = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
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// Multiply points by unproject matrix
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// Multiply points by unproject matrix
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QuaternionTransform(&near, matProjView);
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QuaternionTransform(&qNear, matProjView);
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QuaternionTransform(&far, matProjView);
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QuaternionTransform(&qFar, matProjView);
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// Calculate normalized world points in vectors
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// Calculate normalized world points in vectors
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Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
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Vector3 nearPoint = { qNear.x/qNear.w, qNear.y/qNear.w, qNear.z/qNear.w};
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Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
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Vector3 farPoint = { qFar.x/qFar.w, qFar.y/qFar.w, qFar.z/qFar.w};
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#endif
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#endif
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// Calculate normalized direction vector
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// Calculate normalized direction vector
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Reference in New Issue
Block a user