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4 Commits
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de7fc12be0
| Author | SHA1 | Date | |
|---|---|---|---|
| de7fc12be0 | |||
| 8a2da96eed | |||
| af37fa2a96 | |||
| d0a6892989 |
@ -100,7 +100,7 @@
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#include <unistd.h> // Required for: usleep()
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//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
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void *glfwGetCocoaWindow(GLFWwindow* handle);
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void *glfwGetCocoaWindow(GLFWwindow *handle);
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#include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
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#endif
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@ -224,8 +224,8 @@ void ToggleFullscreen(void)
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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 = (unsigned int)(CORE.Window.screen.width * scaleDpi.x);
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CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height * scaleDpi.y);
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CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
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CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
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}
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#endif
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@ -303,8 +303,8 @@ void ToggleBorderlessWindowed(void)
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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 = (unsigned int)(CORE.Window.screen.width * scaleDpi.x);
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CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height * scaleDpi.y);
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CORE.Window.screen.width = (unsigned int)(CORE.Window.screen.width*scaleDpi.x);
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CORE.Window.screen.height = (unsigned int)(CORE.Window.screen.height*scaleDpi.y);
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}
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#endif
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@ -323,7 +323,7 @@ Uint8 SDL_EventState(Uint32 type, int state)
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return stateBefore;
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}
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void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode* mode)
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void SDL_GetCurrentDisplayMode_Adapter(SDL_DisplayID displayID, SDL_DisplayMode *mode)
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{
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const SDL_DisplayMode *currentMode = SDL_GetCurrentDisplayMode(displayID);
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39
src/rcore.c
39
src/rcore.c
@ -3831,7 +3831,6 @@ void PlayAutomationEvent(AutomationEvent event)
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// Check if a key has been pressed once
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bool IsKeyPressed(int key)
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{
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bool pressed = false;
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if ((key > 0) && (key < MAX_KEYBOARD_KEYS))
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@ -3973,8 +3972,10 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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{
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bool pressed = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true;
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}
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return pressed;
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}
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@ -3984,8 +3985,10 @@ bool IsGamepadButtonDown(int gamepad, int button)
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{
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bool down = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1) down = true;
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}
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return down;
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}
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@ -3995,8 +3998,10 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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{
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bool released = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true;
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}
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return released;
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}
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@ -4006,8 +4011,10 @@ bool IsGamepadButtonUp(int gamepad, int button)
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{
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bool up = false;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS))
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{
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if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0) up = true;
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}
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return up;
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}
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@ -4053,10 +4060,13 @@ bool IsMouseButtonPressed(int button)
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{
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bool pressed = false;
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if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
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{
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if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
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// Map touches to mouse buttons checking
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if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
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}
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return pressed;
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}
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@ -4066,10 +4076,13 @@ bool IsMouseButtonDown(int button)
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{
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bool down = false;
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if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
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{
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if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
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// NOTE: Touches are considered like mouse buttons
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if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
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}
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return down;
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}
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@ -4079,10 +4092,13 @@ bool IsMouseButtonReleased(int button)
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{
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bool released = false;
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if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
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{
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if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
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// Map touches to mouse buttons checking
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if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
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}
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return released;
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}
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@ -4092,10 +4108,13 @@ bool IsMouseButtonUp(int button)
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{
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bool up = false;
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if ((button >= 0) && (button <= MOUSE_BUTTON_BACK))
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{
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if (CORE.Input.Mouse.currentButtonState[button] == 0) up = true;
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// NOTE: Touches are considered like mouse buttons
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if (CORE.Input.Touch.currentTouchState[button] == 0) up = true;
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}
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return up;
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}
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@ -4104,6 +4123,7 @@ bool IsMouseButtonUp(int button)
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int GetMouseX(void)
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{
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int mouseX = (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
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return mouseX;
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}
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@ -4111,6 +4131,7 @@ int GetMouseX(void)
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int GetMouseY(void)
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{
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int mouseY = (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
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return mouseY;
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}
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@ -6517,7 +6517,7 @@ static ModelAnimation *LoadModelAnimationsGLTF(const char *fileName, int *animCo
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};
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}
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Transform* root = &animations[i].framePoses[j][0];
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Transform *root = &animations[i].framePoses[j][0];
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root->rotation = QuaternionMultiply(worldTransform.rotation, root->rotation);
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root->scale = Vector3Multiply(root->scale, worldTransform.scale);
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root->translation = Vector3Multiply(root->translation, worldTransform.scale);
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@ -3625,7 +3625,7 @@ void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color co
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}
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// Draw circle within an image
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void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color color)
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void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color)
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{
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int x = 0;
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int y = radius;
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@ -3649,7 +3649,7 @@ void ImageDrawCircle(Image* dst, int centerX, int centerY, int radius, Color col
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}
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// Draw circle within an image (Vector version)
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void ImageDrawCircleV(Image* dst, Vector2 center, int radius, Color color)
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void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color)
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{
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ImageDrawCircle(dst, (int)center.x, (int)center.y, radius, color);
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}
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@ -198,7 +198,7 @@ static void ExportParsedData(const char *fileName, int format); // Export parsed
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//----------------------------------------------------------------------------------
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// Program main entry point
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//----------------------------------------------------------------------------------
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int main(int argc, char* argv[])
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int main(int argc, char *argv[])
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{
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if (argc > 1) ProcessCommandLine(argc, argv);
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