Allow people calling the advanced PollEvents manually to use the wait feature on a per call basis.
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@ -946,7 +946,7 @@ RLAPI const char *GetClipboardText(void); // Get clipboa
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// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + 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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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(bool waitForEvents); // Register all input events
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RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution)
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// Cursor-related functions
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18
src/rcore.c
18
src/rcore.c
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@ -2001,7 +2001,12 @@ void EndDrawing(void)
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CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
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}
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PollInputEvents(); // Poll user events (before next frame update)
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bool wait = false;
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#if defined(SUPPORT_EVENTS_WAITING)
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wait = true;
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#endif
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PollInputEvents(wait); // Poll user events (before next frame update)
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#endif
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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@ -4573,7 +4578,7 @@ void SwapScreenBuffer(void)
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}
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// Register all input events
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void PollInputEvents(void)
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void PollInputEvents(bool waitForEvents)
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{
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#if defined(SUPPORT_GESTURES_SYSTEM)
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// NOTE: Gestures update must be called every frame to reset gestures correctly
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@ -4719,11 +4724,10 @@ void PollInputEvents(void)
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CORE.Window.resizedLastFrame = false;
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#if defined(SUPPORT_EVENTS_WAITING)
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glfwWaitEvents();
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#else
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glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
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#endif
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if (waitForEvents)
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glfwWaitEvents();
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else
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glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
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#endif // PLATFORM_DESKTOP
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// Gamepad support using emscripten API
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