Add frame functions for platforms
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@ -375,6 +375,18 @@ void DisableCursor(void)
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CORE.Input.Mouse.cursorHidden = true;
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CORE.Input.Mouse.cursorHidden = true;
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}
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}
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// Start the frame
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void StartFrame(void)
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{
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TRACELOG(LOG_WARNING, "StartFrame() not implemented on target platform");
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}
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// End the frame
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void EndFrame(void)
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{
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TRACELOG(LOG_WARNING, "EndFrame() not implemented on target platform");
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}
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// Swap back buffer with front buffer (screen drawing)
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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void SwapScreenBuffer(void)
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{
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{
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@ -996,6 +996,18 @@ void DisableCursor(void)
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CORE.Input.Mouse.cursorHidden = true;
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CORE.Input.Mouse.cursorHidden = true;
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}
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}
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// Start the frame
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void StartFrame(void)
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{
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TRACELOG(LOG_WARNING, "StartFrame() not implemented on target platform");
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}
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// End the frame
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void EndFrame(void)
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{
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TRACELOG(LOG_WARNING, "EndFrame() not implemented on target platform");
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}
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// Swap back buffer with front buffer (screen drawing)
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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void SwapScreenBuffer(void)
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{
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{
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File diff suppressed because it is too large
Load Diff
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@ -898,6 +898,18 @@ void DisableCursor(void)
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CORE.Input.Mouse.cursorHidden = true;
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CORE.Input.Mouse.cursorHidden = true;
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}
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}
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// Start the frame
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void StartFrame(void)
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{
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TRACELOG(LOG_WARNING, "StartFrame() not implemented on target platform");
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}
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// End the frame
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void EndFrame(void)
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{
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TRACELOG(LOG_WARNING, "EndFrame() not implemented on target platform");
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}
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// Swap back buffer with front buffer (screen drawing)
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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void SwapScreenBuffer(void)
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{
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{
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@ -451,6 +451,18 @@ void DisableCursor(void)
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CORE.Input.Mouse.cursorHidden = true;
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CORE.Input.Mouse.cursorHidden = true;
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}
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}
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// Start the frame
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void StartFrame(void)
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{
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TRACELOG(LOG_WARNING, "StartFrame() not implemented on target platform");
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}
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// End the frame
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void EndFrame(void)
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{
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TRACELOG(LOG_WARNING, "EndFrame() not implemented on target platform");
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}
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// Swap back buffer with front buffer (screen drawing)
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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void SwapScreenBuffer(void)
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{
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{
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@ -322,6 +322,18 @@ void DisableCursor(void)
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CORE.Input.Mouse.cursorHidden = true;
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CORE.Input.Mouse.cursorHidden = true;
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}
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}
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// Start the frame
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void StartFrame(void)
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{
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TRACELOG(LOG_WARNING, "StartFrame() not implemented on target platform");
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}
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// End the frame
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void EndFrame(void)
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{
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TRACELOG(LOG_WARNING, "EndFrame() not implemented on target platform");
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}
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// Swap back buffer with front buffer (screen drawing)
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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void SwapScreenBuffer(void)
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{
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{
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@ -809,6 +809,18 @@ void DisableCursor(void)
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// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
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// NOTE: CORE.Input.Mouse.cursorHidden handled by EmscriptenPointerlockCallback()
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}
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}
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// Start the frame
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void StartFrame(void)
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{
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TRACELOG(LOG_WARNING, "StartFrame() not implemented on target platform");
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}
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// End the frame
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void EndFrame(void)
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{
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TRACELOG(LOG_WARNING, "EndFrame() not implemented on target platform");
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}
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// Swap back buffer with front buffer (screen drawing)
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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void SwapScreenBuffer(void)
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{
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{
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@ -1067,6 +1067,8 @@ RLAPI int GetFPS(void); // Get current
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// NOTE: Those functions are intended for advance users that want full control over the frame processing
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// NOTE: Those functions are intended for advance users that want full control over the frame processing
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// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
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// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
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// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
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// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
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RLAPI void StartFrame(void); // Start the frame
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RLAPI void EndFrame(void); // End the frame
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RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
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RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
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RLAPI void PollInputEvents(void); // Register all input events
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RLAPI void PollInputEvents(void); // Register all input events
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RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
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RLAPI void WaitTime(double seconds); // Wait for some time (halt program execution)
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@ -815,6 +815,7 @@ void ClearBackground(Color color)
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// Setup canvas (framebuffer) to start drawing
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// Setup canvas (framebuffer) to start drawing
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void BeginDrawing(void)
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void BeginDrawing(void)
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{
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{
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StartFrame();
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// WARNING: Previously to BeginDrawing() other render textures drawing could happen,
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// WARNING: Previously to BeginDrawing() other render textures drawing could happen,
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// consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
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// consequently the measure for update vs draw is not accurate (only the total frame time is accurate)
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@ -933,6 +934,8 @@ void EndDrawing(void)
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#endif // SUPPORT_SCREEN_CAPTURE
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#endif // SUPPORT_SCREEN_CAPTURE
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CORE.Time.frameCounter++;
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CORE.Time.frameCounter++;
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EndFrame();
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}
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}
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// Initialize 2D mode with custom camera (2D)
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// Initialize 2D mode with custom camera (2D)
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