Formating review, using imperative mode in comments
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@ -479,7 +479,7 @@ void ToggleFullscreen(void)
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if (!FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
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{
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FLAG_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
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// Store previous window position (in case we exit fullscreen)
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// Store previous window position (in case of exiting fullscreen)
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Vector2 currentPosition = GetWindowPosition();
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CORE.Window.previousPosition.x = currentPosition.x;
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CORE.Window.previousPosition.y = currentPosition.y;
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@ -493,7 +493,7 @@ void ToggleFullscreen(void)
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{
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FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
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// we update the window position right away
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// Update the window position right away
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CORE.Window.position = CORE.Window.previousPosition;
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RGFW_window_setFullscreen(platform.window, 0);
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RGFW_window_move(platform.window, CORE.Window.position.x, CORE.Window.position.y);
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@ -957,17 +957,17 @@ Vector2 GetWindowScaleDPI(void)
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else monitor = RGFW_getPrimaryMonitor();
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#if defined(__APPLE__)
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// apple does < 1.0f scaling, example: 0.66f, 0.5f
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// we want to convert this to be consistent
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return (Vector2){ 1.0f / monitor->scaleX, 1.0f / monitor->scaleX };
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// Apple does < 1.0f scaling, example: 0.66f, 0.5f
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// it needs to be convert to be consistent
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return (Vector2){ 1.0f/monitor->scaleX, 1.0f/monitor->scaleX };
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#else
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// linux and windows do >= 1.0f scaling, example: 1.0f, 1.25f, 2.0f
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// Linux and Windows do >= 1.0f scaling, example: 1.0f, 1.25f, 2.0f
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return (Vector2){ monitor->scaleX, monitor->scaleX };
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#endif
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}
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// Not part of raylib. Mac has a different pixel ratio for retina displays
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// and we want to be able to handle it
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// Get monitor pixel ratio
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// WARNING: Function not used, neither exposed by raylib
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float GetMonitorPixelRatio(void)
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{
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RGFW_monitor *monitor = NULL;
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@ -1283,8 +1283,8 @@ 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 limiting 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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@ -1331,19 +1331,20 @@ void PollInputEvents(void)
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CORE.Window.currentFbo.width = CORE.Window.render.width;
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CORE.Window.currentFbo.height = CORE.Window.render.height;
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#elif defined(PLATFORM_WEB_RGFW)
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// do nothing for web
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return;
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#else
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SetupViewport(platform.window->w, platform.window->h);
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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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Vector2 scaleDpi = GetWindowScaleDPI();
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CORE.Window.screen.width = (int)(platform.window->w/scaleDpi.x);
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CORE.Window.screen.height = (int)(platform.window->h/scaleDpi.y);
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CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
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// mouse scale doesnt seem needed
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// SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
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// Mouse scale does not seem to be needed
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//SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
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}
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else
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{
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@ -1403,7 +1404,7 @@ void PollInputEvents(void)
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case RGFW_keyChar:
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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 registering 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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{
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@ -1664,7 +1665,7 @@ int InitPlatform(void)
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//----------------------------------------------------------------------------
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// If everything work as expected, we can continue
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// If everything work as expected, continue
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CORE.Window.position.x = platform.window->x;
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CORE.Window.position.y = platform.window->y;
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CORE.Window.render.width = CORE.Window.screen.width;
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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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@ -58,7 +58,7 @@
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#include <linux/joystick.h> // Linux: Joystick support library
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// WARNING: Both 'linux/input.h' and 'raylib.h' define KEY_F12
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// To avoid conflict with the capturing code in rcore.c we undefine the macro KEY_F12,
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// To avoid conflict with the capturing code in rcore.c, undefine the macro KEY_F12,
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// so the enum KEY_F12 from raylib is used
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#undef KEY_F12
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@ -97,7 +97,7 @@
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#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
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// Actually biggest key is KEY_CNT but we only really map the keys up to KEY_ALS_TOGGLE
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// Actually biggest key is KEY_CNT but only mapping keys up to KEY_ALS_TOGGLE
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#define KEYMAP_SIZE KEY_ALS_TOGGLE
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//----------------------------------------------------------------------------------
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@ -489,7 +489,7 @@ int InitPlatform(void)
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}
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//----------------------------------------------------------------------------
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// If everything work as expected, we can continue
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// If everything worked as expected, continue
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CORE.Window.render.width = CORE.Window.screen.width;
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CORE.Window.render.height = CORE.Window.screen.height;
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CORE.Window.currentFbo.width = CORE.Window.render.width;
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23
src/raudio.c
23
src/raudio.c
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@ -495,8 +495,9 @@ void InitAudioDevice(void)
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return;
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}
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// Mixing happens on a separate thread which means we need to synchronize. I'm using a mutex here to make things simple, but may
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// want to look at something a bit smarter later on to keep everything real-time, if that's necessary
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// Mixing happens on a separate thread which means synchronization is needed
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// A mutex is used here to make things simple, but may want to look at something
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// a bit smarter later on to keep everything real-time, if that's necessary
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if (ma_mutex_init(&AUDIO.System.lock) != MA_SUCCESS)
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{
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TRACELOG(LOG_WARNING, "AUDIO: Failed to create mutex for mixing");
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@ -822,7 +823,7 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
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wave.channels = wav.channels;
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wave.data = (short *)RL_MALLOC((size_t)wave.frameCount*wave.channels*sizeof(short));
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// NOTE: We are forcing conversion to 16bit sample size on reading
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// NOTE: Forcing conversion to 16bit sample size on reading
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drwav_read_pcm_frames_s16(&wav, wave.frameCount, (drwav_int16 *)wave.data);
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}
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else TRACELOG(LOG_WARNING, "WAVE: Failed to load WAV data");
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@ -845,7 +846,7 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
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wave.frameCount = (unsigned int)stb_vorbis_stream_length_in_samples(oggData); // NOTE: It returns frames!
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wave.data = (short *)RL_MALLOC(wave.frameCount*wave.channels*sizeof(short));
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// NOTE: Get the number of samples to process (be careful! we ask for number of shorts, not bytes!)
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// NOTE: Get the number of samples to process (be careful! asking for number of shorts, not bytes!)
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stb_vorbis_get_samples_short_interleaved(oggData, info.channels, (short *)wave.data, wave.frameCount*wave.channels);
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stb_vorbis_close(oggData);
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}
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@ -858,7 +859,7 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
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drmp3_config config = { 0 };
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unsigned long long int totalFrameCount = 0;
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// NOTE: We are forcing conversion to 32bit float sample size on reading
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// NOTE: Forcing conversion to 32bit float sample size on reading
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wave.data = drmp3_open_memory_and_read_pcm_frames_f32(fileData, dataSize, &config, &totalFrameCount, NULL);
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wave.sampleSize = 32;
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@ -896,7 +897,7 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
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{
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unsigned long long int totalFrameCount = 0;
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// NOTE: We are forcing conversion to 16bit sample size on reading
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// NOTE: Forcing conversion to 16bit sample size on reading
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wave.data = drflac_open_memory_and_read_pcm_frames_s16(fileData, dataSize, &wave.channels, &wave.sampleRate, &totalFrameCount, NULL);
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wave.sampleSize = 16;
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@ -933,7 +934,7 @@ Sound LoadSound(const char *fileName)
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Sound sound = LoadSoundFromWave(wave);
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UnloadWave(wave); // Sound is loaded, we can unload wave
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UnloadWave(wave); // Sound is loaded, wave can be unloaded
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return sound;
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}
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@ -2656,7 +2657,7 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
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const float localVolume = buffer->volume;
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const ma_uint32 channels = AUDIO.System.device.playback.channels;
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if (channels == 2) // We consider panning
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if (channels == 2) // Consider panning
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{
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const float right = (buffer->pan + 1.0f)/2.0f; // Normalize: [-1..1] -> [0..1]
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const float left = 1.0f - right;
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@ -2676,7 +2677,7 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
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frameIn += 2;
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}
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}
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else // We do not consider panning
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else // Do not consider panning
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{
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for (ma_uint32 frame = 0; frame < frameCount; frame++)
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{
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@ -2831,7 +2832,7 @@ static const char *GetFileNameWithoutExt(const char *filePath)
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{
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if (fileName[i] == '.')
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{
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// NOTE: We break on first '.' found
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// NOTE: Break on first '.' found
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fileName[i] = '\0';
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break;
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}
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@ -2862,7 +2863,7 @@ static unsigned char *LoadFileData(const char *fileName, int *dataSize)
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{
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data = (unsigned char *)RL_MALLOC(size*sizeof(unsigned char));
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// NOTE: fread() returns number of read elements instead of bytes, so we read [1 byte, size elements]
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// NOTE: fread() returns number of read elements instead of bytes, so reading [1 byte, size elements]
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unsigned int count = (unsigned int)fread(data, sizeof(unsigned char), size, file);
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*dataSize = count;
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@ -1167,7 +1167,7 @@ RLAPI bool IsFileDropped(void); // Check if
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RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
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RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
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RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory
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RLAPI unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs);// Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
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RLAPI unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, bool scanSubdirs); // Get the file count in a directory with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
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// Compression/Encoding functionality
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RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
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@ -54,9 +54,9 @@
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#if defined(__TINYC__)
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#define __declspec(x) __attribute__((x))
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#endif
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#define RLAPI __declspec(dllexport) // We are building the library as a Win32 shared library (.dll)
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#define RLAPI __declspec(dllexport) // Building the library as a Win32 shared library (.dll)
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#elif defined(USE_LIBTYPE_SHARED)
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#define RLAPI __declspec(dllimport) // We are using the library as a Win32 shared library (.dll)
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#define RLAPI __declspec(dllimport) // Using the library as a Win32 shared library (.dll)
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#endif
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#endif
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@ -364,7 +364,7 @@ void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTa
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if (lockView)
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{
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// In these camera modes we clamp the Pitch angle
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// In these camera modes, clamp the Pitch angle
|
||||
// to allow only viewing straight up or down.
|
||||
|
||||
// Clamp view up
|
||||
|
|
|
|||
56
src/rcore.c
56
src/rcore.c
|
|
@ -517,7 +517,7 @@ static void RecordAutomationEvent(void); // Record frame events (to internal eve
|
|||
#endif
|
||||
|
||||
#if defined(_WIN32) && !defined(PLATFORM_DESKTOP_RGFW)
|
||||
// NOTE: We declare Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required)
|
||||
// NOTE: Declaring Sleep() function symbol to avoid including windows.h (kernel32.lib linkage required)
|
||||
__declspec(dllimport) void __stdcall Sleep(unsigned long msTimeout); // Required for: WaitTime()
|
||||
#endif
|
||||
|
||||
|
|
@ -701,12 +701,12 @@ void InitWindow(int width, int height, const char *title)
|
|||
Rectangle rec = GetFontDefault().recs[95];
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
|
||||
{
|
||||
// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
|
||||
// NOTE: Try to maxime rec padding to avoid pixel bleeding on MSAA filtering
|
||||
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
|
||||
}
|
||||
else
|
||||
{
|
||||
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
|
||||
// NOTE: Set up a 1px padding on char rectangle to avoid pixel bleeding
|
||||
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
|
||||
}
|
||||
#endif
|
||||
|
|
@ -1042,7 +1042,7 @@ void EndTextureMode(void)
|
|||
// Set viewport to default framebuffer size
|
||||
SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
|
||||
|
||||
// Go back to the modelview state from BeginDrawing since we are back to the default FBO
|
||||
// Go back to the modelview state from BeginDrawing, back to the main framebuffer
|
||||
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
||||
rlLoadIdentity(); // Reset current matrix (modelview)
|
||||
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
|
||||
|
|
@ -1079,7 +1079,7 @@ void EndBlendMode(void)
|
|||
}
|
||||
|
||||
// Begin scissor mode (define screen area for following drawing)
|
||||
// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
|
||||
// NOTE: Scissor rec refers to bottom-left corner, changing it to upper-left
|
||||
void BeginScissorMode(int x, int y, int width, int height)
|
||||
{
|
||||
rlDrawRenderBatchActive(); // Update and draw internal render batch
|
||||
|
|
@ -1182,9 +1182,9 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
|
|||
config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
||||
|
||||
// Compute camera transformation matrices
|
||||
// NOTE: Camera movement might seem more natural if we model the head
|
||||
// Our axis of rotation is the base of our head, so we might want to add
|
||||
// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions
|
||||
// NOTE: Camera movement might seem more natural if modelling the head
|
||||
// Axis of rotation is the base of the head, so adding some y (base of head to eye level
|
||||
// and -z (center of head to eye protrusion) to the camera positions
|
||||
config.viewOffset[0] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
||||
config.viewOffset[1] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
||||
|
||||
|
|
@ -1247,15 +1247,15 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
|
|||
|
||||
if (shader.id == 0)
|
||||
{
|
||||
// Shader could not be loaded but we still load the location points to avoid potential crashes
|
||||
// NOTE: All locations set to -1 (no location)
|
||||
// Shader could not be loaded but still loading the location points to avoid potential crashes
|
||||
// NOTE: All locations set to -1 (no location found)
|
||||
shader.locs = (int *)RL_CALLOC(RL_MAX_SHADER_LOCATIONS, sizeof(int));
|
||||
for (int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
|
||||
}
|
||||
else if (shader.id == rlGetShaderIdDefault()) shader.locs = rlGetShaderLocsDefault();
|
||||
else if (shader.id > 0)
|
||||
{
|
||||
// After custom shader loading, we TRY to set default location names
|
||||
// After custom shader loading, trying to set default location names
|
||||
// Default shader attribute locations have been binded before linking:
|
||||
// - vertex position location = 0
|
||||
// - vertex texcoord location = 1
|
||||
|
|
@ -1448,7 +1448,7 @@ Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height
|
|||
Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
|
||||
|
||||
// Unproject the mouse cursor in the near plane
|
||||
// We need this as the source position because orthographic projects,
|
||||
// It is needed as the source position because orthographic projects,
|
||||
// compared to perspective doesn't have a convergence point,
|
||||
// meaning that the "eye" of the camera is more like a plane than a point
|
||||
Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
|
||||
|
|
@ -1484,7 +1484,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
|
|||
// not for the camera getting bigger, hence the invert. Same deal with rotation
|
||||
// 3. Move it by (-offset);
|
||||
// Offset defines target transform relative to screen, but since effectively "moving" screen (camera)
|
||||
// we need to do it into opposite direction (inverse transform)
|
||||
// it needs to be moved into opposite direction (inverse transform)
|
||||
|
||||
// Having camera transform in world-space, inverse of it gives the modelview transform
|
||||
// Since (A*B*C)' = C'*B'*A', the modelview is
|
||||
|
|
@ -1586,7 +1586,7 @@ void SetTargetFPS(int fps)
|
|||
}
|
||||
|
||||
// Get current FPS
|
||||
// NOTE: We calculate an average framerate
|
||||
// NOTE: Calculating an average framerate
|
||||
int GetFPS(void)
|
||||
{
|
||||
int fps = 0;
|
||||
|
|
@ -1601,7 +1601,7 @@ int GetFPS(void)
|
|||
static float average = 0, last = 0;
|
||||
float fpsFrame = GetFrameTime();
|
||||
|
||||
// if we reset the window, reset the FPS info
|
||||
// If reseting the window, reset the FPS info
|
||||
if (CORE.Time.frameCounter == 0)
|
||||
{
|
||||
average = 0;
|
||||
|
|
@ -1644,7 +1644,7 @@ float GetFrameTime(void)
|
|||
|
||||
// Wait for some time (stop program execution)
|
||||
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
|
||||
// take longer than expected... for that reason we use the busy wait loop
|
||||
// take longer than expected... for that reason a busy wait loop is used
|
||||
// REF: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
|
||||
// REF: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timing on Win32!
|
||||
void WaitTime(double seconds)
|
||||
|
|
@ -1659,7 +1659,7 @@ void WaitTime(double seconds)
|
|||
while (GetTime() < destinationTime) { }
|
||||
#else
|
||||
#if SUPPORT_PARTIALBUSY_WAIT_LOOP
|
||||
double sleepSeconds = seconds - seconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
|
||||
double sleepSeconds = seconds - seconds*0.05; // NOTE: Reserve a percentage of the time for busy waiting
|
||||
#else
|
||||
double sleepSeconds = seconds;
|
||||
#endif
|
||||
|
|
@ -1818,7 +1818,7 @@ void TakeScreenshot(const char *fileName)
|
|||
// Security check to (partially) avoid malicious code
|
||||
if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
|
||||
|
||||
// Apply a scale if we are doing HIGHDPI auto-scaling
|
||||
// Apply content scaling if required
|
||||
Vector2 scale = { 1.0f, 1.0f };
|
||||
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) scale = GetWindowScaleDPI();
|
||||
|
||||
|
|
@ -1973,11 +1973,11 @@ unsigned char *LoadFileData(const char *fileName, int *dataSize)
|
|||
|
||||
if (data != NULL)
|
||||
{
|
||||
// NOTE: fread() returns number of read elements instead of bytes, so we read [1 byte, size elements]
|
||||
// NOTE: fread() returns number of read elements instead of bytes, so reading [1 byte, size elements]
|
||||
size_t count = fread(data, sizeof(unsigned char), size, file);
|
||||
|
||||
// WARNING: fread() returns a size_t value, usually 'unsigned int' (32bit compilation) and 'unsigned long long' (64bit compilation)
|
||||
// dataSize is unified along raylib as a 'int' type, so, for file-sizes > INT_MAX (2147483647 bytes) we have a limitation
|
||||
// dataSize is unified along raylib as a 'int' type, so, for file-sizes > INT_MAX (2147483647 bytes) there is a limitation
|
||||
if (count > 2147483647)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "FILEIO: [%s] File is bigger than 2147483647 bytes, avoid using LoadFileData()", fileName);
|
||||
|
|
@ -2456,7 +2456,7 @@ long GetFileModTime(const char *fileName)
|
|||
}
|
||||
|
||||
// Get pointer to extension for a filename string (includes the dot: .png)
|
||||
// WARNING: We just get the ptr but not the extension as a separate string
|
||||
// WARNING: Getting the pointer to the input string extension position (not a string copy)
|
||||
const char *GetFileExtension(const char *fileName)
|
||||
{
|
||||
const char *dot = strrchr(fileName, '.');
|
||||
|
|
@ -2505,7 +2505,7 @@ const char *GetFileNameWithoutExt(const char *filePath)
|
|||
{
|
||||
if (fileName[i] == '.')
|
||||
{
|
||||
// NOTE: We break on first '.' found
|
||||
// NOTE: Break on first '.' found
|
||||
fileName[i] = '\0';
|
||||
break;
|
||||
}
|
||||
|
|
@ -2531,11 +2531,11 @@ const char *GetDirectoryPath(const char *filePath)
|
|||
static char dirPath[MAX_FILEPATH_LENGTH] = { 0 };
|
||||
memset(dirPath, 0, MAX_FILEPATH_LENGTH);
|
||||
|
||||
// In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
|
||||
// we add the current directory path to dirPath
|
||||
// In case provided path does not contain a root drive letter (C:\, D:\)
|
||||
// nor leading path separator (\, /), add the current directory path to dirPath
|
||||
if ((filePath[1] != ':') && (filePath[0] != '\\') && (filePath[0] != '/'))
|
||||
{
|
||||
// For security, we set starting path to current directory,
|
||||
// For security, set starting path to current directory,
|
||||
// obtained path will be concatenated to this
|
||||
dirPath[0] = '.';
|
||||
dirPath[1] = '/';
|
||||
|
|
@ -2934,7 +2934,7 @@ unsigned int GetDirectoryFileCountEx(const char *basePath, const char *filter, b
|
|||
{
|
||||
while ((entity = readdir(dir)) != NULL)
|
||||
{
|
||||
// NOTE: We skip '.' (current dir) and '..' (parent dir) filepaths
|
||||
// NOTE: Skipping '.' (current dir) and '..' (parent dir) filepaths
|
||||
if ((strcmp(entity->d_name, ".") != 0) && (strcmp(entity->d_name, "..") != 0))
|
||||
{
|
||||
// Construct new path from our base path
|
||||
|
|
@ -3004,7 +3004,7 @@ unsigned char *DecompressData(const unsigned char *compData, int compDataSize, i
|
|||
|
||||
// WARNING: RL_REALLOC can make (and leave) data copies in memory,
|
||||
// that can be a security concern in case of compression of sensitive data
|
||||
// So, we use a second buffer to copy data manually, wiping original buffer memory
|
||||
// So, using a second buffer to copy data manually, wiping original buffer memory
|
||||
data = (unsigned char *)RL_CALLOC(size, 1);
|
||||
memcpy(data, data0, size);
|
||||
memset(data0, 0, MAX_DECOMPRESSION_SIZE*1024*1024); // Wipe memory, is memset() safe?
|
||||
|
|
@ -4578,7 +4578,7 @@ const char *TextFormat(const char *text, ...)
|
|||
#define MAX_TEXT_BUFFER_LENGTH 1024 // Maximum size of static text buffer
|
||||
#endif
|
||||
|
||||
// We create an array of buffers so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
|
||||
// Define an array of buffers, so strings don't expire until MAX_TEXTFORMAT_BUFFERS invocations
|
||||
static char buffers[MAX_TEXTFORMAT_BUFFERS][MAX_TEXT_BUFFER_LENGTH] = { 0 };
|
||||
static int index = 0;
|
||||
|
||||
|
|
|
|||
|
|
@ -3257,6 +3257,7 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
|
|||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
if (format >= RL_PIXELFORMAT_COMPRESSED_DXT1_RGB)
|
||||
{
|
||||
// TODO: Support texture data decompression
|
||||
TRACELOG(RL_LOG_WARNING, "GL: OpenGL 1.1 does not support GPU compressed texture formats");
|
||||
return id;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user