Redesigned gestures module to header-only

This commit is contained in:
raysan5 2016-08-06 16:32:46 +02:00
parent d5f5f0a930
commit 3b80e2c1e0
6 changed files with 458 additions and 494 deletions

View file

@ -39,13 +39,15 @@
#include "raylib.h" // raylib main header
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "utils.h" // TraceLog() function
// NOTE: Includes Android fopen map, InitAssetManager()
#include "utils.h" // Includes Android fopen map, InitAssetManager(), TraceLog()
#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
#include "raymath.h" // Required for Vector3 and Matrix functions
#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer
@ -234,6 +236,9 @@ static bool showLogo = false; // Track if showing logo at init is
extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
extern void ProcessGestureEvent(GestureEvent event); // [Module: gestures] Process gesture event and translate it into gestures
extern void UpdateGestures(void); // [Module: gestures] Update gestures detected (called in PollInputEvents())
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@ -2052,10 +2057,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
// NOTE: Before closing window, while loop must be left!
}
#if defined(PLATFORM_DESKTOP)
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
TakeScreenshot();
}
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) TakeScreenshot();
#endif
else
{