Code tweaks

This commit is contained in:
Ray 2018-10-24 13:45:17 +02:00
parent 550dd40cb3
commit 72431c6c36
2 changed files with 19 additions and 17 deletions

View file

@ -331,18 +331,19 @@ static int currentMouseWheelY = 0; // Registers current mouse wheel
#if defined(PLATFORM_RPI) #if defined(PLATFORM_RPI)
static char currentMouseStateEvdev[3] = { 0 }; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update) static char currentMouseStateEvdev[3] = { 0 }; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
typedef struct { typedef struct {
pthread_t threadId; // Event reading thread id pthread_t threadId; // Event reading thread id
int fd; // File descriptor to the device it is assigned to int fd; // File descriptor to the device it is assigned to
int eventNum; // Number of 'event<N>' device int eventNum; // Number of 'event<N>' device
Rectangle absRange; // Range of values for absolute pointing devices (touchscreens) Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
int touchSlot; // Hold the touch slot number of the currently being sent multitouch block int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
bool isMouse; // True if device supports relative X Y movements bool isMouse; // True if device supports relative X Y movements
bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
bool isKeyboard; // True if device has letter keycodes bool isKeyboard; // True if device has letter keycodes
bool isGamepad; // True if device has gamepad buttons bool isGamepad; // True if device has gamepad buttons
}InputEventWorker; } InputEventWorker;
static InputEventWorker eventWorkers[10]; // List of worker threads for every monitored "/dev/input/event<N>" static InputEventWorker eventWorkers[10]; // List of worker threads for every monitored "/dev/input/event<N>"

View file

@ -316,6 +316,7 @@ Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontCha
font.texture = LoadTextureFromImage(atlas); font.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas); UnloadImage(atlas);
} }
else font = GetFontDefault();
return font; return font;
} }
@ -368,11 +369,11 @@ CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int c
// Fill fontChars in case not provided externally // Fill fontChars in case not provided externally
// NOTE: By default we fill charsCount consecutevely, starting at 32 (Space) // NOTE: By default we fill charsCount consecutevely, starting at 32 (Space)
int genFontChars = false; int genFontChars = false;
if (fontChars == NULL) genFontChars = true; if (fontChars == NULL)
if (genFontChars)
{ {
fontChars = (int *)malloc(charsCount*sizeof(int)); fontChars = (int *)malloc(charsCount*sizeof(int));
for (int i = 0; i < charsCount; i++) fontChars[i] = i + 32; for (int i = 0; i < charsCount; i++) fontChars[i] = i + 32;
genFontChars = true;
} }
chars = (CharInfo *)malloc(charsCount*sizeof(CharInfo)); chars = (CharInfo *)malloc(charsCount*sizeof(CharInfo));