Renamed SUPPORT_MOUSE_CURSOR_NATIVE -> SUPPORT_MOUSE_CURSOR_POINT
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3 changed files with 19 additions and 18 deletions
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@ -37,7 +37,7 @@
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// Reconfigure standard input to receive key inputs, works with SSH connection.
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#define SUPPORT_SSH_KEYBOARD_RPI 1
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// Draw a mouse pointer on screen
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#define SUPPORT_MOUSE_CURSOR_NATIVE 1
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#define SUPPORT_MOUSE_CURSOR_POINT 1
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// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
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// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
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#define SUPPORT_WINMM_HIGHRES_TIMER 1
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31
src/core.c
31
src/core.c
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@ -56,7 +56,7 @@
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* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
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* blocking the device is not restored properly. Use with care.
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*
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* #define SUPPORT_MOUSE_CURSOR_NATIVE (Raspberry Pi and DRM only)
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* #define SUPPORT_MOUSE_CURSOR_POINT
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* Draw a mouse pointer on screen
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*
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* #define SUPPORT_BUSY_WAIT_LOOP
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@ -387,7 +387,7 @@ typedef struct CoreData {
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Point position; // Window position on screen (required on fullscreen toggle)
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Size display; // Display width and height (monitor, device-screen, LCD, ...)
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Size screen; // Screen width and height (used render area)
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Size currentFbo; // Current render width and height, it could change on BeginTextureMode()
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Size currentFbo; // Current render width and height (depends on active fbo)
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Size render; // Framebuffer width and height (render area, including black bars if required)
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Point renderOffset; // Offset from render area (must be divided by 2)
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Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
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@ -1952,22 +1952,22 @@ void BeginDrawing(void)
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// End canvas drawing and swap buffers (double buffering)
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void EndDrawing(void)
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{
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#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_MOUSE_CURSOR_NATIVE)
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// On native mode we have no system mouse cursor, so,
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// we draw a small rectangle for user reference
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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#if defined(SUPPORT_MOUSE_CURSOR_POINT)
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// Draw a small rectangle on mouse position for user reference
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if (!CORE.Input.Mouse.cursorHidden)
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{
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DrawRectangle(CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y, 3, 3, MAROON);
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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}
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#endif
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rlDrawRenderBatchActive(); // Update and draw internal render batch
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#if defined(SUPPORT_GIF_RECORDING)
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#define GIF_RECORD_FRAMERATE 10
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// Draw record indicator
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if (gifRecording)
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{
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#define GIF_RECORD_FRAMERATE 10
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gifFramesCounter++;
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// NOTE: We record one gif frame every 10 game frames
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@ -1992,6 +1992,7 @@ void EndDrawing(void)
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#endif
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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// Draw record/play indicator
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if (eventsRecording)
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{
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gifFramesCounter++;
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@ -2018,8 +2019,8 @@ void EndDrawing(void)
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}
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#endif
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SwapBuffers(); // Copy back buffer to front buffer
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SwapBuffers(); // Copy back buffer to front buffer (screen)
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// Frame time control system
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CORE.Time.current = GetTime();
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CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
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@ -2040,13 +2041,13 @@ void EndDrawing(void)
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}
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PollInputEvents(); // Poll user events
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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// Events recording and playing logic
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if (eventsRecording) RecordAutomationEvent(CORE.Time.frameCounter);
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// TODO: When should we play? After/before/replace PollInputEvents()?
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if (eventsPlaying)
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else if (eventsPlaying)
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{
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// TODO: When should we play? After/before/replace PollInputEvents()?
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if (CORE.Time.frameCounter >= eventCount) eventsPlaying = false;
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PlayAutomationEvent(CORE.Time.frameCounter);
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}
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@ -4800,7 +4800,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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// output->framerate = // TODO: Use framerate instead of const timestep
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// Name and parent bones
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for (unsigned int j = 0; j < output->boneCount; j++)
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for (int j = 0; j < output->boneCount; j++)
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{
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strcpy(output->bones[j].name, data->nodes[j].name == 0 ? "ANIMJOINT" : data->nodes[j].name);
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output->bones[j].parent = (data->nodes[j].parent != NULL) ? (int)(data->nodes[j].parent - data->nodes) : -1;
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@ -4812,7 +4812,7 @@ static ModelAnimation *LoadGLTFModelAnimations(const char *fileName, int *animCo
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{
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output->framePoses[frame] = RL_MALLOC(output->boneCount*sizeof(Transform));
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for (unsigned int i = 0; i < output->boneCount; i++)
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for (int i = 0; i < output->boneCount; i++)
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{
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output->framePoses[frame][i].translation = Vector3Zero();
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output->framePoses[frame][i].rotation = QuaternionIdentity();
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