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Formating review, using imperative mode in comments
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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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