From 913ef1d56fb2be46fc52115df65db825b1942e1e Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 9 May 2020 13:05:54 +0200 Subject: [PATCH] Misc code reviews --- src/core.c | 24 ++++++++++++++++-------- 1 file changed, 16 insertions(+), 8 deletions(-) diff --git a/src/core.c b/src/core.c index 99c43c27b..33caac517 100644 --- a/src/core.c +++ b/src/core.c @@ -1949,6 +1949,7 @@ bool IsFileExtension(const char *fileName, const char *ext) if (fileExt != NULL) { +#if defined(SUPPORT_TEXT_MANIPULATION) int extCount = 0; const char **checkExts = TextSplit(ext, ';', &extCount); @@ -1963,6 +1964,9 @@ bool IsFileExtension(const char *fileName, const char *ext) break; } } +#else + if (strcmp(fileExt, ext) == 0) result = true; +#endif } return result; @@ -2509,8 +2513,8 @@ float GetGamepadAxisMovement(int gamepad, int axis) #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) && - (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER || - fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) >= 0.2f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; + ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER) || + (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) >= 0.2f))) value = CORE.Input.Gamepad.axisState[gamepad][axis]; #endif return value; @@ -3486,8 +3490,11 @@ static void InitTimer(void) static void Wait(float ms) { #if defined(PLATFORM_UWP) - UWPGetSleepFunc()(ms / 1000); -#elif defined(SUPPORT_BUSY_WAIT_LOOP) + UWPGetSleepFunc()(ms/1000); + return; +#endif + +#if defined(SUPPORT_BUSY_WAIT_LOOP) double prevTime = GetTime(); double nextTime = 0.0; @@ -3515,7 +3522,7 @@ static void Wait(float ms) usleep(ms*1000.0f); #endif - #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)// && !defined(PLATFORM_UWP) + #if defined(SUPPORT_HALFBUSY_WAIT_LOOP) while (GetTime() < destTime) { } #endif #endif @@ -3677,8 +3684,9 @@ static void PollInputEvents(void) // Get current gamepad state // NOTE: There is no callback available, so we get it manually // Get remapped buttons - GLFWgamepadstate state; + GLFWgamepadstate state = { 0 }; glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller + const unsigned char *buttons = state.buttons; for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) @@ -3705,7 +3713,7 @@ static void PollInputEvents(void) CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); - CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1; + CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST; } } @@ -4294,7 +4302,7 @@ static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const Emscripte // Register keyboard input events static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) { - if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (keyEvent->key == 27)) // ESCAPE key + if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (keyEvent->keyCode == 27)) // ESCAPE key { emscripten_exit_pointerlock(); }