ADDED: IsWindowFocused()
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2 changed files with 23 additions and 2 deletions
22
src/core.c
22
src/core.c
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@ -352,6 +352,7 @@ typedef struct CoreData {
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const char *title; // Window text title const pointer
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const char *title; // Window text title const pointer
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bool ready; // Flag to check if window has been initialized successfully
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bool ready; // Flag to check if window has been initialized successfully
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bool minimized; // Flag to check if window has been minimized
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bool minimized; // Flag to check if window has been minimized
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bool focused; // Flag to check if window has been focused
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bool resized; // Flag to check if window has been resized
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bool resized; // Flag to check if window has been resized
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bool fullscreen; // Flag to check if fullscreen mode required
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bool fullscreen; // Flag to check if fullscreen mode required
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bool alwaysRun; // Flag to keep window update/draw running on minimized
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bool alwaysRun; // Flag to keep window update/draw running on minimized
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@ -498,6 +499,7 @@ static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset);
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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#endif
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#endif
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@ -842,7 +844,7 @@ bool WindowShouldClose(void)
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#endif
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#endif
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}
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}
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// Check if window has been minimized (or lost focus)
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// Check if window has been minimized
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bool IsWindowMinimized(void)
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bool IsWindowMinimized(void)
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{
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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@ -852,6 +854,16 @@ bool IsWindowMinimized(void)
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#endif
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#endif
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}
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}
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// Check if window has the focus
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bool IsWindowFocused(void)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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return CORE.Window.focused;
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#else
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return false;
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#endif
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}
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// Check if window has been resized
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// Check if window has been resized
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bool IsWindowResized(void)
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bool IsWindowResized(void)
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{
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{
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@ -2934,6 +2946,7 @@ static bool InitGraphicsDevice(int width, int height)
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glfwSetCharCallback(CORE.Window.handle, CharCallback);
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glfwSetCharCallback(CORE.Window.handle, CharCallback);
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glfwSetScrollCallback(CORE.Window.handle, ScrollCallback);
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glfwSetScrollCallback(CORE.Window.handle, ScrollCallback);
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glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
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glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
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glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
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glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
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glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
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glfwMakeContextCurrent(CORE.Window.handle);
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glfwMakeContextCurrent(CORE.Window.handle);
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@ -4125,6 +4138,13 @@ static void WindowIconifyCallback(GLFWwindow *window, int iconified)
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else CORE.Window.minimized = false; // The window was restored
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else CORE.Window.minimized = false; // The window was restored
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}
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}
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// GLFW3 WindowFocus Callback, runs when window get/lose focus
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static void WindowFocusCallback(GLFWwindow *window, int focused)
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{
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if (focused) CORE.Window.focused = true; // The window was focused
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else CORE.Window.focused = false; // The window lost focus
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}
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// GLFW3 Window Drop Callback, runs when drop files into window
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// GLFW3 Window Drop Callback, runs when drop files into window
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// NOTE: Paths are stored in dynamic memory for further retrieval
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// NOTE: Paths are stored in dynamic memory for further retrieval
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// Everytime new files are dropped, old ones are discarded
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// Everytime new files are dropped, old ones are discarded
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@ -873,7 +873,8 @@ RLAPI void InitWindow(int width, int height, const char *title); // Initialize
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RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
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RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
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RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
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RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
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RLAPI bool IsWindowMinimized(void); // Check if window has been minimized
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RLAPI bool IsWindowFocused(void); // Check if window has been focused
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RLAPI bool IsWindowResized(void); // Check if window has been resized
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RLAPI bool IsWindowResized(void); // Check if window has been resized
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RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
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RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
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RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
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RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
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