mirror of
https://github.com/raysan5/raylib.git
synced 2026-04-11 17:49:10 -04:00
Formating review, using imperative mode in comments
This commit is contained in:
@ -1522,7 +1522,7 @@ int InitPlatform(void)
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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#endif
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#if defined(_GLFW_WAYLAND) && !defined(_GLFW_X11)
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// GLFW 3.4+ defaults GLFW_SCALE_FRAMEBUFFER to TRUE,
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// GLFW 3.4+ defaults GLFW_SCALE_FRAMEBUFFER to TRUE,
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// causing framebuffer/window size mismatch on Wayland with display scaling
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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#endif
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@ -1727,12 +1727,12 @@ int InitPlatform(void)
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#if !defined(__APPLE__)
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if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
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{
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// On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling; read actual framebuffer size
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// On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling; read actual framebuffer size
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// instead of resizing the window (which would double-scale)
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int fbWidth = 0;
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int fbHeight = 0;
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glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
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CORE.Window.render.width = fbWidth;
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CORE.Window.render.height = fbHeight;
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}
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@ -1751,7 +1751,7 @@ int InitPlatform(void)
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// Current active framebuffer size is main framebuffer size
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CORE.Window.currentFbo = CORE.Window.render;
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TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully %s",
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TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully %s",
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FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)? "(HighDPI)" : "");
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TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
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TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
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@ -1935,14 +1935,14 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
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int winWidth = 0;
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int winHeight = 0;
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glfwGetWindowSize(platform.handle, &winWidth, &winHeight);
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if ((winWidth != width) || (winHeight != height))
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{
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CORE.Window.screen.width = winWidth;
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CORE.Window.screen.height = winHeight;
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float scaleX = (float)width/winWidth;
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float scaleY = (float)height/winHeight;
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CORE.Window.screenScale = MatrixScale(scaleX, scaleY, 1.0f);
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}
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}
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@ -479,7 +479,7 @@ void ToggleFullscreen(void)
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if (!FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
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{
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FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
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// Store previous window position (in case we exit fullscreen)
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// Store previous window position (in case of exiting fullscreen)
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Vector2 currentPosition = GetWindowPosition();
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CORE.Window.previousPosition.x = currentPosition.x;
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CORE.Window.previousPosition.y = currentPosition.y;
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@ -493,7 +493,7 @@ void ToggleFullscreen(void)
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{
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FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
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// we update the window position right away
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// Update the window position right away
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CORE.Window.position = CORE.Window.previousPosition;
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RGFW_window_setFullscreen(platform.window, 0);
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RGFW_window_move(platform.window, CORE.Window.position.x, CORE.Window.position.y);
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@ -534,7 +534,7 @@ void ToggleBorderlessWindowed(void)
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{
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FLAG_CLEAR(CORE.Window.flags, FLAG_BORDERLESS_WINDOWED_MODE);
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RGFW_window_setBorder(platform.window, 1);
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CORE.Window.position = CORE.Window.previousPosition;
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RGFW_window_resize(platform.window, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
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@ -821,7 +821,7 @@ void SetWindowSize(int width, int height)
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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}
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RGFW_window_resize(platform.window, CORE.Window.screen.width, CORE.Window.screen.height);
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}
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@ -957,17 +957,17 @@ Vector2 GetWindowScaleDPI(void)
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else monitor = RGFW_getPrimaryMonitor();
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#if defined(__APPLE__)
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// apple does < 1.0f scaling, example: 0.66f, 0.5f
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// we want to convert this to be consistent
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return (Vector2){ 1.0f / monitor->scaleX, 1.0f / monitor->scaleX };
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// Apple does < 1.0f scaling, example: 0.66f, 0.5f
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// it needs to be convert to be consistent
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return (Vector2){ 1.0f/monitor->scaleX, 1.0f/monitor->scaleX };
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#else
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// linux and windows do >= 1.0f scaling, example: 1.0f, 1.25f, 2.0f
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// Linux and Windows do >= 1.0f scaling, example: 1.0f, 1.25f, 2.0f
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return (Vector2){ monitor->scaleX, monitor->scaleX };
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#endif
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}
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// Not part of raylib. Mac has a different pixel ratio for retina displays
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// and we want to be able to handle it
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// Get monitor pixel ratio
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// WARNING: Function not used, neither exposed by raylib
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float GetMonitorPixelRatio(void)
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{
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RGFW_monitor *monitor = NULL;
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@ -1009,7 +1009,7 @@ const char *GetClipboardText(void)
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Image GetClipboardImage(void)
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{
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Image image = { 0 };
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#if SUPPORT_CLIPBOARD_IMAGE && SUPPORT_MODULE_RTEXTURES
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#if defined(_WIN32)
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@ -1283,8 +1283,8 @@ void PollInputEvents(void)
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{
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if (CORE.Window.dropFileCount == 0)
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{
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// When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
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// at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
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// When a new file is dropped, reserve a fixed number of slots for all possible dropped files
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// at the moment limiting the number of drops at once to 1024 files but this behaviour should probably be reviewed
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// TODO: Pointers should probably be reallocated for any new file added...
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CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
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@ -1331,19 +1331,20 @@ void PollInputEvents(void)
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CORE.Window.currentFbo.width = CORE.Window.render.width;
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CORE.Window.currentFbo.height = CORE.Window.render.height;
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#elif defined(PLATFORM_WEB_RGFW)
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// do nothing for web
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return;
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#else
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SetupViewport(platform.window->w, platform.window->h);
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// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
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// Consider content scaling if required
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
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{
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Vector2 scaleDpi = GetWindowScaleDPI();
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CORE.Window.screen.width = (int)(platform.window->w/scaleDpi.x);
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CORE.Window.screen.height = (int)(platform.window->h/scaleDpi.y);
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CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
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// mouse scale doesnt seem needed
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// SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
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// Mouse scale does not seem to be needed
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//SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
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}
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else
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{
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@ -1403,7 +1404,7 @@ void PollInputEvents(void)
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case RGFW_keyChar:
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{
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// NOTE: event.text.text data comes an UTF-8 text sequence but we register codepoints (int)
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// NOTE: event.text.text data comes an UTF-8 text sequence but registering codepoints (int)
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// Check if there is space available in the queue
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
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{
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@ -1664,7 +1665,7 @@ int InitPlatform(void)
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//----------------------------------------------------------------------------
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// If everything work as expected, we can continue
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// If everything work as expected, continue
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CORE.Window.position.x = platform.window->x;
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CORE.Window.position.y = platform.window->y;
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CORE.Window.render.width = CORE.Window.screen.width;
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@ -250,10 +250,10 @@ 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
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#if defined(USING_VERSION_SDL3)
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// SDL3 Migration:
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// SDL3 migration:
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// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
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// SDL_GetWindowFullscreenMode() can be called
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// to see whether an exclusive fullscreen mode will be used
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@ -265,10 +265,10 @@ static const int CursorsLUT[] = {
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#define SDL_ENABLE true
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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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#define SDL_INIT_TIMER 0x0 // It's a flag, so no problem in setting it to zero to be used 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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#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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#define SDL_WINDOW_SHOWN 0x0 // It's a flag, so no problem in setting it to zero to be used in a bitor (|)
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// SDL3 Migration: Renamed
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// IMPORTANT: Might need to call SDL_CleanupEvent somewhere see :https://github.com/libsdl-org/SDL/issues/3540#issuecomment-1793449852
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@ -414,13 +414,14 @@ int SDL_GetNumTouchFingers(SDL_TouchID touchID)
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#else // SDL2 fallback
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// Since SDL2 doesn't have this function we leave a stub
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// Since SDL2 doesn't have this function, leaving a stub
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// SDL_GetClipboardData function is available since SDL 3.1.3. (e.g. SDL3)
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void *SDL_GetClipboardData(const char *mime_type, size_t *size)
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{
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TRACELOG(LOG_WARNING, "SDL: Getting clipboard data that is not text not available in SDL2");
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// We could possibly implement it ourselves in this case for some easier platforms
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// TODO: Implement getting clipboard data
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return NULL;
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}
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#endif // USING_VERSION_SDL3
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@ -573,8 +574,6 @@ void SetWindowState(unsigned int flags)
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}
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if (FLAG_IS_SET(flags, FLAG_WINDOW_UNFOCUSED))
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{
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// NOTE: To be able to implement this part it seems that we should
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// do it ourselves, via 'windows.h', 'X11/Xlib.h' or even 'Cocoa.h'
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (FLAG_IS_SET(flags, FLAG_WINDOW_TOPMOST))
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@ -856,8 +855,8 @@ void SetWindowMonitor(int monitor)
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// ending up positioned partly outside the target display
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// NOTE 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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// NOTE 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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// NOTE 3: It wasn't done here because it can not bee assumed that changing
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// the window size automatically 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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@ -1261,7 +1260,7 @@ void DisableCursor(void)
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void SwapScreenBuffer(void)
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{
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#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
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// NOTE: We use a preprocessor condition here because rlCopyFramebuffer() is only declared for software rendering
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// NOTE: Using a preprocessor condition here because rlCopyFramebuffer() is only declared for software rendering
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SDL_Surface *surface = SDL_GetWindowSurface(platform.window);
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rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, surface->pixels);
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SDL_UpdateWindowSurface(platform.window);
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@ -1442,8 +1441,8 @@ void PollInputEvents(void)
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{
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if (CORE.Window.dropFileCount == 0)
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{
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// When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
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// at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
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// When a new file is dropped, reserve a fixed number of slots for all possible dropped files
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// at the moment limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
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// TODO: Pointers should probably be reallocated for any new file added...
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CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
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@ -1497,7 +1496,8 @@ void PollInputEvents(void)
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const int width = event.window.data1;
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const int height = event.window.data2;
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SetupViewport(width, height);
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// if we are doing automatic DPI scaling, then the "screen" size is divided by the window scale
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// Consider content scaling if required
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if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
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{
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CORE.Window.screen.width = (int)(width/GetWindowScaleDPI().x);
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@ -1622,7 +1622,7 @@ void PollInputEvents(void)
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case SDL_TEXTINPUT:
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{
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// NOTE: event.text.text data comes an UTF-8 text sequence but we register codepoints (int)
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// NOTE: event.text.text data comes an UTF-8 text sequence but register codepoints (int)
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// Check if there is space available in the queue
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
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@ -1885,7 +1885,7 @@ void PollInputEvents(void)
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{
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if (platform.gamepadId[i] == event.jaxis.which)
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{
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// SDL axis value range is -32768 to 32767, we normalize it to raylib's -1.0 to 1.0f range
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// SDL axis value range is -32768 to 32767, normalizing it to raylib's -1.0 to 1.0f range
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float value = event.jaxis.value/(float)32767;
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CORE.Input.Gamepad.axisState[i][axis] = value;
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@ -2032,7 +2032,7 @@ int InitPlatform(void)
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platform.window = SDL_CreateWindow(CORE.Window.title, CORE.Window.screen.width, CORE.Window.screen.height, flags);
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// NOTE: SDL3 no longer enables text input by default,
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// NOTE: SDL3 no longer enables text input by default,
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// it is needed to be enabled manually to keep GetCharPressed() working
|
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// REF: https://github.com/libsdl-org/SDL/commit/72fc6f86e5d605a3787222bc7dc18c5379047f4a
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const char *enableOSK = SDL_GetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD);
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@ -995,7 +995,7 @@ void SetWindowMaxSize(int width, int height)
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CORE.Window.screenMax.width = width;
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CORE.Window.screenMax.height = height;
|
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|
||||
|
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SetWindowSize(platform.appScreenWidth, platform.appScreenHeight);
|
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}
|
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|
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@ -1771,7 +1771,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
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SIZE maxWindowSize = CalcWindowSize(96, maxClientSize, style);
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SIZE minClientSize = { CORE.Window.screenMin.width, CORE.Window.screenMin.height };
|
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SIZE minWindowSize = CalcWindowSize(96, minClientSize, style);
|
||||
|
||||
|
||||
LPMINMAXINFO lpmmi = (LPMINMAXINFO) lparam;
|
||||
lpmmi->ptMaxSize.x = maxWindowSize.cx;
|
||||
lpmmi->ptMaxSize.y = maxWindowSize.cy;
|
||||
@ -1865,7 +1865,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
case WM_SIZE:
|
||||
{
|
||||
// WARNING: Don't trust the docs, they say this message can not be obtained if not calling DefWindowProc()
|
||||
// in response to WM_WINDOWPOSCHANGED but looks like when a window is created,
|
||||
// in response to WM_WINDOWPOSCHANGED but looks like when a window is created,
|
||||
// this message can be obtained without getting WM_WINDOWPOSCHANGED
|
||||
HandleWindowResize(hwnd, &platform.appScreenWidth, &platform.appScreenHeight);
|
||||
} break;
|
||||
@ -1880,7 +1880,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
|
||||
SIZE *inoutSize = (SIZE *)lparam;
|
||||
UINT newDpi = (UINT)wparam; // TODO: WARNING: Converting from WPARAM = UINT_PTR
|
||||
|
||||
// For the following flag changes, a window resize event should be posted,
|
||||
// For the following flag changes, a window resize event should be posted,
|
||||
// TODO: Should it be done after dpi changes?
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MINIMIZED) return TRUE;
|
||||
if (CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) return TRUE;
|
||||
@ -2188,7 +2188,7 @@ static unsigned SanitizeFlags(int mode, unsigned flags)
|
||||
// the state continues to change
|
||||
//
|
||||
// This design takes care of many odd corner cases. For example, in case of restoring
|
||||
// a window that was previously maximized AND minimized and those two flags need to be removed,
|
||||
// a window that was previously maximized AND minimized and those two flags need to be removed,
|
||||
// ShowWindow with SW_RESTORE twice need to bee actually calleed. Another example is
|
||||
// wheen having a maximized window, if the undecorated flag is modified then the window style
|
||||
// needs to be updated, but updating the style would mean the window size would change
|
||||
|
||||
@ -58,7 +58,7 @@
|
||||
#include <linux/joystick.h> // Linux: Joystick support library
|
||||
|
||||
// WARNING: Both 'linux/input.h' and 'raylib.h' define KEY_F12
|
||||
// To avoid conflict with the capturing code in rcore.c we undefine the macro KEY_F12,
|
||||
// To avoid conflict with the capturing code in rcore.c, undefine the macro KEY_F12,
|
||||
// so the enum KEY_F12 from raylib is used
|
||||
#undef KEY_F12
|
||||
|
||||
@ -97,7 +97,7 @@
|
||||
|
||||
#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
|
||||
|
||||
// Actually biggest key is KEY_CNT but we only really map the keys up to KEY_ALS_TOGGLE
|
||||
// Actually biggest key is KEY_CNT but only mapping keys up to KEY_ALS_TOGGLE
|
||||
#define KEYMAP_SIZE KEY_ALS_TOGGLE
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -1428,7 +1428,7 @@ int InitPlatform(void)
|
||||
if ((eglClientExtensions != NULL) && (strstr(eglClientExtensions, "EGL_EXT_platform_base") != NULL))
|
||||
{
|
||||
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)eglGetProcAddress("eglGetPlatformDisplayEXT");
|
||||
|
||||
|
||||
if (eglGetPlatformDisplayEXT != NULL) platform.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_GBM_KHR, platform.gbmDevice, NULL);
|
||||
}
|
||||
|
||||
|
||||
@ -341,7 +341,7 @@ void SwapScreenBuffer(void)
|
||||
double GetTime(void)
|
||||
{
|
||||
double time = 0.0;
|
||||
|
||||
|
||||
struct timespec ts = { 0 };
|
||||
clock_gettime(CLOCK_MONOTONIC, &ts);
|
||||
unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
|
||||
@ -459,7 +459,7 @@ int InitPlatform(void)
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
|
||||
{
|
||||
// TODO: Enable MSAA
|
||||
|
||||
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
|
||||
}
|
||||
|
||||
@ -489,7 +489,7 @@ int InitPlatform(void)
|
||||
}
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// If everything work as expected, we can continue
|
||||
// If everything worked as expected, continue
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
||||
|
||||
@ -1255,7 +1255,7 @@ int InitPlatform(void)
|
||||
// Remember center for switchinging from fullscreen to window
|
||||
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
|
||||
{
|
||||
// If screen width/height equal to the display, it's not possible to
|
||||
// If screen width/height equal to the display, it's not possible to
|
||||
// calculate the window position for toggling full-screened/windowed
|
||||
CORE.Window.position.x = CORE.Window.display.width/4;
|
||||
CORE.Window.position.y = CORE.Window.display.height/4;
|
||||
|
||||
Reference in New Issue
Block a user