Review some comments
This commit is contained in:
parent
b0dcdf688f
commit
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7 changed files with 56 additions and 56 deletions
36
src/core.c
36
src/core.c
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@ -777,7 +777,7 @@ void InitWindow(int width, int height, const char *title)
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#endif
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#endif
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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// Detect fullscreen change events
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// Check fullscreen change events
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//emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
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//emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
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//emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback);
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//emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback);
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@ -3098,7 +3098,7 @@ void OpenURL(const char *url)
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Detect if a key has been pressed once
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// Check if a key has been pressed once
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bool IsKeyPressed(int key)
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bool IsKeyPressed(int key)
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{
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{
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bool pressed = false;
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bool pressed = false;
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@ -3109,14 +3109,14 @@ bool IsKeyPressed(int key)
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return pressed;
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return pressed;
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}
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}
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// Detect if a key is being pressed (key held down)
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// Check if a key is being pressed (key held down)
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bool IsKeyDown(int key)
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bool IsKeyDown(int key)
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{
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{
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
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if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
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else return false;
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else return false;
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}
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}
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// Detect if a key has been released once
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// Check if a key has been released once
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bool IsKeyReleased(int key)
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bool IsKeyReleased(int key)
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{
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{
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bool released = false;
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bool released = false;
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@ -3127,7 +3127,7 @@ bool IsKeyReleased(int key)
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return released;
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return released;
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}
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}
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// Detect if a key is NOT being pressed (key not held down)
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// Check if a key is NOT being pressed (key not held down)
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bool IsKeyUp(int key)
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bool IsKeyUp(int key)
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{
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{
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
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if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
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@ -3189,7 +3189,7 @@ void SetExitKey(int key)
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// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
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// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
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// Detect if a gamepad is available
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// Check if a gamepad is available
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bool IsGamepadAvailable(int gamepad)
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bool IsGamepadAvailable(int gamepad)
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{
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{
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bool result = false;
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bool result = false;
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@ -3211,7 +3211,7 @@ bool IsGamepadName(int gamepad, const char *name)
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return result;
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return result;
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}
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}
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// Return gamepad internal name id
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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const char *GetGamepadName(int gamepad)
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{
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{
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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@ -3225,7 +3225,7 @@ const char *GetGamepadName(int gamepad)
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return NULL;
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return NULL;
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}
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}
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// Return gamepad axis count
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// Get gamepad axis count
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int GetGamepadAxisCount(int gamepad)
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int GetGamepadAxisCount(int gamepad)
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{
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{
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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@ -3237,7 +3237,7 @@ int GetGamepadAxisCount(int gamepad)
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return CORE.Input.Gamepad.axisCount;
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return CORE.Input.Gamepad.axisCount;
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}
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}
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// Return axis movement vector for a gamepad
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// Get axis movement vector for a gamepad
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float GetGamepadAxisMovement(int gamepad, int axis)
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float GetGamepadAxisMovement(int gamepad, int axis)
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{
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{
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float value = 0;
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float value = 0;
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@ -3248,7 +3248,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
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return value;
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return value;
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}
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}
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// Detect if a gamepad button has been pressed once
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// Check if a gamepad button has been pressed once
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bool IsGamepadButtonPressed(int gamepad, int button)
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bool IsGamepadButtonPressed(int gamepad, int button)
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{
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{
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bool pressed = false;
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bool pressed = false;
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@ -3260,7 +3260,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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return pressed;
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return pressed;
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}
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}
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// Detect if a gamepad button is being pressed
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// Check if a gamepad button is being pressed
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bool IsGamepadButtonDown(int gamepad, int button)
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bool IsGamepadButtonDown(int gamepad, int button)
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{
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{
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bool result = false;
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bool result = false;
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@ -3271,7 +3271,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
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return result;
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return result;
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}
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}
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// Detect if a gamepad button has NOT been pressed once
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// Check if a gamepad button has NOT been pressed once
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bool IsGamepadButtonReleased(int gamepad, int button)
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bool IsGamepadButtonReleased(int gamepad, int button)
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{
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{
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bool released = false;
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bool released = false;
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@ -3283,7 +3283,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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return released;
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return released;
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}
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}
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// Detect if a gamepad button is NOT being pressed
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// Check if a gamepad button is NOT being pressed
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bool IsGamepadButtonUp(int gamepad, int button)
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bool IsGamepadButtonUp(int gamepad, int button)
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{
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{
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bool result = false;
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bool result = false;
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@ -3312,7 +3312,7 @@ int SetGamepadMappings(const char *mappings)
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return result;
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return result;
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}
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}
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// Detect if a mouse button has been pressed once
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// Check if a mouse button has been pressed once
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bool IsMouseButtonPressed(int button)
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bool IsMouseButtonPressed(int button)
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{
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{
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bool pressed = false;
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bool pressed = false;
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@ -3325,7 +3325,7 @@ bool IsMouseButtonPressed(int button)
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return pressed;
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return pressed;
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}
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}
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// Detect if a mouse button is being pressed
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// Check if a mouse button is being pressed
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bool IsMouseButtonDown(int button)
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bool IsMouseButtonDown(int button)
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{
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{
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bool down = false;
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bool down = false;
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@ -3338,7 +3338,7 @@ bool IsMouseButtonDown(int button)
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return down;
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return down;
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}
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}
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// Detect if a mouse button has been released once
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// Check if a mouse button has been released once
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bool IsMouseButtonReleased(int button)
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bool IsMouseButtonReleased(int button)
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{
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{
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bool released = false;
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bool released = false;
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@ -3351,7 +3351,7 @@ bool IsMouseButtonReleased(int button)
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return released;
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return released;
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}
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}
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// Detect if a mouse button is NOT being pressed
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// Check if a mouse button is NOT being pressed
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bool IsMouseButtonUp(int button)
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bool IsMouseButtonUp(int button)
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{
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{
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return !IsMouseButtonDown(button);
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return !IsMouseButtonDown(button);
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@ -5569,7 +5569,7 @@ static void ProcessKeyboard(void)
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// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
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// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
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if (keysBuffer[i] == 0x1b)
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if (keysBuffer[i] == 0x1b)
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{
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{
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// Detect ESC to stop program
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// Check if ESCAPE key has been pressed to stop program
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if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
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if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
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else
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else
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{
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{
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@ -2919,7 +2919,7 @@ void DrawBoundingBox(BoundingBox box, Color color)
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DrawCubeWires(center, size.x, size.y, size.z, color);
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DrawCubeWires(center, size.x, size.y, size.z, color);
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}
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}
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// Detect collision between two spheres
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// Check collision between two spheres
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bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
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bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2)
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{
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{
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bool collision = false;
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bool collision = false;
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return collision;
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return collision;
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}
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}
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// Detect collision between two boxes
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// Check collision between two boxes
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// NOTE: Boxes are defined by two points minimum and maximum
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// NOTE: Boxes are defined by two points minimum and maximum
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bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
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bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
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{
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{
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return collision;
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return collision;
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}
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}
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// Detect collision between box and sphere
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// Check collision between box and sphere
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius)
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{
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{
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bool collision = false;
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bool collision = false;
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38
src/raylib.h
38
src/raylib.h
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@ -1075,32 +1075,32 @@ RLAPI void OpenURL(const char *url); // Open URL wi
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Input-related functions: keyboard
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// Input-related functions: keyboard
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RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
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RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
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RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
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RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
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RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
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RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
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RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
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RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued
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RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued
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RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued
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RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued
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// Input-related functions: gamepads
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
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RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
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RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
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RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
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RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
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RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
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RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
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RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
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RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
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// Input-related functions: mouse
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// Input-related functions: mouse
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
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RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
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RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
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RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
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RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
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RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
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RLAPI int GetMouseX(void); // Get mouse position X
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RLAPI int GetMouseX(void); // Get mouse position X
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RLAPI int GetMouseY(void); // Get mouse position Y
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RLAPI int GetMouseY(void); // Get mouse position Y
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RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
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RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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// Collision detection functions
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// Collision detection functions
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
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RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
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RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
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RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
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RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
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RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
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RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
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#ifndef RAYMATH_H
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#ifndef RAYMATH_H
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#define RAYMATH_H
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#define RAYMATH_H
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//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
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//#define RAYMATH_STANDALONE // NOTE: To use raymath as standalone lib, just uncomment this line
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//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
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//#define RAYMATH_HEADER_ONLY // NOTE: To compile functions as static inline, uncomment this line
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#ifndef RAYMATH_STANDALONE
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#ifndef RAYMATH_STANDALONE
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#include "raylib.h" // Required for structs: Vector3, Matrix
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#include "raylib.h" // Required for structs: Vector3, Matrix
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#endif
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#endif
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#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY)
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#if defined(RAYMATH_IMPLEMENTATION) && defined(RAYMATH_HEADER_ONLY)
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#if defined(RAYMATH_IMPLEMENTATION)
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#if defined(RAYMATH_IMPLEMENTATION)
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#if defined(_WIN32) && defined(BUILD_LIBTYPE_SHARED)
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#define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
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#define RMDEF __declspec(dllexport) extern inline // We are building raylib as a Win32 shared library (.dll).
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#elif defined(_WIN32) && defined(USE_LIBTYPE_SHARED)
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#define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#define RMDEF __declspec(dllimport) // We are using raylib as a Win32 shared library (.dll)
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#else
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#else
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#define RMDEF extern inline // Provide external definition
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#define RMDEF extern inline // Provide external definition
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#endif
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#endif
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#elif defined(RAYMATH_HEADER_ONLY)
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#elif defined(RAYMATH_HEADER_ONLY)
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#define RMDEF static inline // Functions may be inlined, no external out-of-line definition
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#define RMDEF static inline // Functions may be inlined, no external out-of-line definition
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#else
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#else
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#if defined(__TINYC__)
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#if defined(__TINYC__)
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#define RMDEF static inline // plain inline not supported by tinycc (See issue #435)
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#define RMDEF static inline // WARNING: Plain inline not supported by tinycc (See issue #435)
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#else
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#else
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#define RMDEF inline // Functions may be inlined or external definition used
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#define RMDEF inline // Functions may be inlined or external definition used
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#endif
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#endif
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||||||
|
@ -86,12 +86,12 @@
|
||||||
#define RAD2DEG (180.0f/PI)
|
#define RAD2DEG (180.0f/PI)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Return float vector for Matrix
|
// Get float vector for Matrix
|
||||||
#ifndef MatrixToFloat
|
#ifndef MatrixToFloat
|
||||||
#define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
|
#define MatrixToFloat(mat) (MatrixToFloatV(mat).v)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Return float vector for Vector3
|
// Get float vector for Vector3
|
||||||
#ifndef Vector3ToFloat
|
#ifndef Vector3ToFloat
|
||||||
#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
|
#define Vector3ToFloat(vec) (Vector3ToFloatV(vec).v)
|
||||||
#endif
|
#endif
|
||||||
|
@ -559,7 +559,7 @@ RMDEF Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return min value for each pair of components
|
// Get min value for each pair of components
|
||||||
RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
|
RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
|
||||||
{
|
{
|
||||||
Vector3 result = { 0 };
|
Vector3 result = { 0 };
|
||||||
|
@ -571,7 +571,7 @@ RMDEF Vector3 Vector3Min(Vector3 v1, Vector3 v2)
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return max value for each pair of components
|
// Get max value for each pair of components
|
||||||
RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
|
RMDEF Vector3 Vector3Max(Vector3 v1, Vector3 v2)
|
||||||
{
|
{
|
||||||
Vector3 result = { 0 };
|
Vector3 result = { 0 };
|
||||||
|
@ -1487,7 +1487,7 @@ RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
|
||||||
return q;
|
return q;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return the Euler angles equivalent to quaternion (roll, pitch, yaw)
|
// Get the Euler angles equivalent to quaternion (roll, pitch, yaw)
|
||||||
// NOTE: Angles are returned in a Vector3 struct in degrees
|
// NOTE: Angles are returned in a Vector3 struct in degrees
|
||||||
RMDEF Vector3 QuaternionToEuler(Quaternion q)
|
RMDEF Vector3 QuaternionToEuler(Quaternion q)
|
||||||
{
|
{
|
||||||
|
|
|
@ -3468,7 +3468,7 @@ void rlSetShader(Shader shader)
|
||||||
|
|
||||||
// Matrix state management
|
// Matrix state management
|
||||||
//-----------------------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------------------
|
||||||
// Return internal modelview matrix
|
// Get internal modelview matrix
|
||||||
Matrix rlGetMatrixModelview(void)
|
Matrix rlGetMatrixModelview(void)
|
||||||
{
|
{
|
||||||
Matrix matrix = MatrixIdentity();
|
Matrix matrix = MatrixIdentity();
|
||||||
|
@ -3497,7 +3497,7 @@ Matrix rlGetMatrixModelview(void)
|
||||||
return matrix;
|
return matrix;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return internal projection matrix
|
// Get internal projection matrix
|
||||||
Matrix rlGetMatrixProjection(void)
|
Matrix rlGetMatrixProjection(void)
|
||||||
{
|
{
|
||||||
#if defined(GRAPHICS_API_OPENGL_11)
|
#if defined(GRAPHICS_API_OPENGL_11)
|
||||||
|
|
|
@ -2646,7 +2646,7 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
|
||||||
// [x] Optimize ColorAlphaBlend() for faster operations (maybe avoiding divs?)
|
// [x] Optimize ColorAlphaBlend() for faster operations (maybe avoiding divs?)
|
||||||
// [x] Consider fast path: no alpha blending required cases (src has no alpha)
|
// [x] Consider fast path: no alpha blending required cases (src has no alpha)
|
||||||
// [x] Consider fast path: same src/dst format with no alpha -> direct line copy
|
// [x] Consider fast path: same src/dst format with no alpha -> direct line copy
|
||||||
// [-] GetPixelColor(): Return Vector4 instead of Color, easier for ColorAlphaBlend()
|
// [-] GetPixelColor(): Get Vector4 instead of Color, easier for ColorAlphaBlend()
|
||||||
|
|
||||||
Color colSrc, colDst, blend;
|
Color colSrc, colDst, blend;
|
||||||
bool blendRequired = true;
|
bool blendRequired = true;
|
||||||
|
|
|
@ -393,7 +393,7 @@ FILE *android_fopen(const char *fileName, const char *mode)
|
||||||
|
|
||||||
if (asset != NULL)
|
if (asset != NULL)
|
||||||
{
|
{
|
||||||
// Return pointer to file in the assets
|
// Get pointer to file in the assets
|
||||||
return funopen(asset, android_read, android_write, android_seek, android_close);
|
return funopen(asset, android_read, android_write, android_seek, android_close);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue