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WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'
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@ -252,7 +252,7 @@ static const int CursorsLUT[] = {
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//SDL_SYSTEM_CURSOR_WAITARROW, // No equivalent implemented on MouseCursor enum on raylib.h
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};
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// SDL3 Migration Layer made to avoid 'ifdefs' inside functions when we can.
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// SDL3 Migration Layer made to avoid 'ifdefs' inside functions when we can
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#if defined(PLATFORM_DESKTOP_SDL3)
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// SDL3 Migration:
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@ -269,7 +269,7 @@ static const int CursorsLUT[] = {
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// SDL3 Migration: SDL_INIT_TIMER - no longer needed before calling SDL_AddTimer()
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#define SDL_INIT_TIMER 0x0 // It's a flag, so no problem in setting it to zero if we use in a bitor (|)
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// SDL3 Migration: The SDL_WINDOW_SHOWN flag has been removed. Windows are shown by default and can be created hidden by using the SDL_WINDOW_HIDDEN flag.
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// SDL3 Migration: The SDL_WINDOW_SHOWN flag has been removed. Windows are shown by default and can be created hidden by using the SDL_WINDOW_HIDDEN flag
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#define SDL_WINDOW_SHOWN 0x0 // It's a flag, so no problem in setting it to zero if we use in a bitor (|)
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// SDL3 Migration: Renamed
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@ -344,7 +344,7 @@ SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth
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// SDL3 Migration:
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// SDL_GetDisplayDPI() -
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// not reliable across platforms, approximately replaced by multiplying
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// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms.
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// SDL_GetWindowDisplayScale() times 160 on iPhone and Android, and 96 on other platforms
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// returns 0 on success or a negative error code on failure
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int SDL_GetDisplayDPI(int displayIndex, float *ddpi, float *hdpi, float *vdpi)
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{
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@ -382,7 +382,7 @@ int SDL_NumJoysticks(void)
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// SDL_SetRelativeMouseMode
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// returns 0 on success or a negative error code on failure
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// If relative mode is not supported, this returns -1.
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// If relative mode is not supported, this returns -1
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int SDL_SetRelativeMouseMode_Adapter(SDL_bool enabled)
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{
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// SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled)
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@ -841,7 +841,7 @@ void SetWindowMonitor(int monitor)
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// NOTE:
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// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
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// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
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// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
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// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again
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const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)? true : false;
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const int screenWidth = CORE.Window.screen.width;
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@ -854,7 +854,7 @@ void SetWindowMonitor(int monitor)
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if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0)
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#endif
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{
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if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen.
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if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen
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// If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
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if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
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@ -862,11 +862,11 @@ void SetWindowMonitor(int monitor)
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// NOTE:
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// 1. There's a known issue where if the window larger than the target display bounds,
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// when moving the windows to that display, the window could be clipped back
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// ending up positioned partly outside the target display.
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// ending up positioned partly outside the target display
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// 2. The workaround for that is, previously to moving the window,
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// setting the window size to the target display size, so they match.
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// setting the window size to the target display size, so they match
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// 3. It wasn't done here because we can't assume changing the window size automatically
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// is acceptable behavior by the user.
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// is acceptable behavior by the user
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SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
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CORE.Window.position.x = usableBounds.x;
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CORE.Window.position.y = usableBounds.y;
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@ -1099,7 +1099,7 @@ Vector2 GetWindowScaleDPI(void)
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#ifndef PLATFORM_DESKTOP_SDL3
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// NOTE: SDL_GetWindowDisplayScale was only added on SDL3
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// see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
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// TODO: Implement the window scale factor calculation manually.
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// TODO: Implement the window scale factor calculation manually
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TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
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#else
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scale.x = SDL_GetWindowDisplayScale(platform.window);
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@ -1245,9 +1245,9 @@ double GetTime(void)
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}
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// Open URL with default system browser (if available)
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// NOTE: This function is only safe to use if you control the URL given.
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// A user could craft a malicious string performing another action.
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// Only call this function yourself not with user input or make sure to check the string yourself.
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// NOTE: This function is only safe to use if you control the URL given
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// A user could craft a malicious string performing another action
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// Only call this function yourself not with user input or make sure to check the string yourself
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// Ref: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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@ -1299,7 +1299,7 @@ void SetMouseCursor(int cursor)
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CORE.Input.Mouse.cursor = cursor;
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}
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// Get physical key name.
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// Get physical key name
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const char *GetKeyName(int key)
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{
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return SDL_GetKeyName(key);
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@ -1466,10 +1466,9 @@ void PollInputEvents(void)
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#ifndef PLATFORM_DESKTOP_SDL3
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// SDL3 states:
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// The SDL_WINDOWEVENT_* events have been moved to top level events,
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// and SDL_WINDOWEVENT has been removed.
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// In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT
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// and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event.
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// The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed
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// In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT
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// and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event.
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case SDL_WINDOWEVENT:
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{
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switch (event.window.event)
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