Merge branch 'raysan5:master' into cubemap-fix
This commit is contained in:
commit
2ff01a9ead
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@ -4918,6 +4918,25 @@
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}
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]
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},
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{
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"name": "SetGamepadVibration",
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"description": "Set gamepad vibration for both motors",
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"returnType": "void",
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"params": [
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{
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"type": "int",
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"name": "gamepad"
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},
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{
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"type": "float",
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"name": "leftMotor"
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},
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{
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"type": "float",
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"name": "rightMotor"
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}
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]
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},
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{
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"name": "IsMouseButtonPressed",
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"description": "Check if a mouse button has been pressed once",
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@ -4342,6 +4342,16 @@ return {
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{type = "const char *", name = "mappings"}
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}
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},
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{
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name = "SetGamepadVibration",
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description = "Set gamepad vibration for both motors",
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returnType = "void",
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params = {
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{type = "int", name = "gamepad"},
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{type = "float", name = "leftMotor"},
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{type = "float", name = "rightMotor"}
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}
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},
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{
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name = "IsMouseButtonPressed",
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description = "Check if a mouse button has been pressed once",
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File diff suppressed because it is too large
Load Diff
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@ -669,7 +669,7 @@
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<Param type="unsigned int" name="frames" desc="" />
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</Callback>
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</Callbacks>
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<Functions count="559">
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<Functions count="560">
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<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
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<Param type="int" name="width" desc="" />
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<Param type="int" name="height" desc="" />
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@ -1193,6 +1193,11 @@
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<Function name="SetGamepadMappings" retType="int" paramCount="1" desc="Set internal gamepad mappings (SDL_GameControllerDB)">
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<Param type="const char *" name="mappings" desc="" />
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</Function>
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<Function name="SetGamepadVibration" retType="void" paramCount="3" desc="Set gamepad vibration for both motors">
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<Param type="int" name="gamepad" desc="" />
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<Param type="float" name="leftMotor" desc="" />
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<Param type="float" name="rightMotor" desc="" />
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</Function>
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<Function name="IsMouseButtonPressed" retType="bool" paramCount="1" desc="Check if a mouse button has been pressed once">
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<Param type="int" name="button" desc="" />
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</Function>
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@ -81,6 +81,7 @@
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#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
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#define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
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#define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
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#define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
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#define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
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@ -613,6 +613,12 @@ int SetGamepadMappings(const char *mappings)
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return 0;
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
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}
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// Set mouse position XY
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void SetMousePosition(int x, int y)
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{
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@ -1050,6 +1050,12 @@ int SetGamepadMappings(const char *mappings)
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return glfwUpdateGamepadMappings(mappings);
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not available on target platform");
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}
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// Set mouse position XY
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void SetMousePosition(int x, int y)
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{
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@ -938,6 +938,21 @@ int SetGamepadMappings(const char *mappings)
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return SDL_GameControllerAddMapping(mappings);
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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{
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//Limit input values to between 0.0f and 1.0f
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leftMotor = (0.0f > leftMotor) ? 0.0f : leftMotor;
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rightMotor = (0.0f > rightMotor) ? 0.0f : rightMotor;
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leftMotor = (1.0f < leftMotor) ? 1.0f : leftMotor;
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rightMotor = (1.0f < rightMotor) ? 1.0f : rightMotor;
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if (IsGamepadAvailable(gamepad))
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{
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SDL_JoystickRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
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}
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}
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// Set mouse position XY
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void SetMousePosition(int x, int y)
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{
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@ -519,6 +519,12 @@ int SetGamepadMappings(const char *mappings)
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return 0;
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
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}
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// Set mouse position XY
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void SetMousePosition(int x, int y)
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{
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@ -850,6 +850,12 @@ int SetGamepadMappings(const char *mappings)
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return 0;
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
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}
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// Set mouse position XY
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void SetMousePosition(int x, int y)
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{
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@ -1172,6 +1172,7 @@ RLAPI int GetGamepadButtonPressed(void); // Get the last ga
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RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
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RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
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RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
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// Input-related functions: mouse
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RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
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@ -224,6 +224,9 @@ __declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigne
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#ifndef MAX_GAMEPAD_BUTTONS
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#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
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#endif
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#ifndef MAX_GAMEPAD_VIBRATION_TIME
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#define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
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#endif
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#ifndef MAX_TOUCH_POINTS
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#define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
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#endif
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