Fix typos in src/platforms/rcore_*.c (#3581)
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1906f1eddf
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5 changed files with 14 additions and 14 deletions
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@ -129,7 +129,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Scrolling Callback, runs on mouse wheel
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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 JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback
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static void JoystickCallback(int jid, int event); // GLFW3 Joystick Connected/Disconnected Callback
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@ -1137,7 +1137,7 @@ void PollInputEvents(void)
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//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
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//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
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// Map touch position to mouse position for convenience
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// Map touch position to mouse position for convenience
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// WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
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// WARNING: If the target desktop device supports touch screen, this behaviour should be reviewed!
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// TODO: GLFW does not support multi-touch input just yet
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// TODO: GLFW does not support multi-touch input just yet
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
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// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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// https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
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@ -48,7 +48,7 @@
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*
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*
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**********************************************************************************************/
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**********************************************************************************************/
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#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality)
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#include "SDL.h" // SDL base library (window/rendered, input, timing... functionality)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// It seems it does not need to be included to work
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// It seems it does not need to be included to work
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@ -598,7 +598,7 @@ void SetWindowMonitor(int monitor)
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// NOTE:
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// NOTE:
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// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
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// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
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// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
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// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
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// 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
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// 2. A workaround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
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const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
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const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
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const int screenWidth = CORE.Window.screen.width;
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const int screenWidth = CORE.Window.screen.width;
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@ -617,7 +617,7 @@ void SetWindowMonitor(int monitor)
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// ending up positioned partly outside the target display.
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// ending up positioned partly outside the target display.
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// 2. The workaround for that is, previously to moving the window,
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// 2. The workaround for that is, previously to moving the window,
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// setting the window size to the target display size, so they match.
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// setting the window size to the target display size, so they match.
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// 3. It was't done here because we can't assume changing the window size automatically
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// 3. It wasn't done here because we can't assume changing the window size automatically
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// is acceptable behavior by the user.
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// is acceptable behavior by the user.
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SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
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SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
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CORE.Window.position.x = usableBounds.x;
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CORE.Window.position.x = usableBounds.x;
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@ -1012,7 +1012,7 @@ void PollInputEvents(void)
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// Register previous mouse states
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// Register previous mouse states
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for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
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// Poll input events for current plaform
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// Poll input events for current platform
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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/*
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/*
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// WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
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// WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
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@ -1318,7 +1318,7 @@ int InitPlatform(void)
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// Init OpenGL context
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// Init OpenGL context
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platform.glContext = SDL_GL_CreateContext(platform.window);
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platform.glContext = SDL_GL_CreateContext(platform.window);
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// Check window and glContext have been initialized succesfully
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// Check window and glContext have been initialized successfully
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if ((platform.window != NULL) && (platform.glContext != NULL))
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if ((platform.window != NULL) && (platform.glContext != NULL))
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{
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{
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CORE.Window.ready = true;
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CORE.Window.ready = true;
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@ -1362,7 +1362,7 @@ int InitPlatform(void)
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SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
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SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// Initialize timming system
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// Initialize timing system
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// NOTE: No need to call InitTimer(), let SDL manage it internally
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// NOTE: No need to call InitTimer(), let SDL manage it internally
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CORE.Time.previous = GetTime(); // Get time as double
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CORE.Time.previous = GetTime(); // Get time as double
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@ -602,7 +602,7 @@ void PollInputEvents(void)
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if (!platform.eventKeyboardMode) ProcessKeyboard();
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if (!platform.eventKeyboardMode) ProcessKeyboard();
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// NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
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// NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
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// NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
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// NOTE: Gamepad (Joystick) input events polling is done asynchronously in another pthread - GamepadThread()
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#endif
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#endif
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// Handle the mouse/touch/gestures events:
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// Handle the mouse/touch/gestures events:
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@ -420,7 +420,7 @@ void PollInputEvents(void)
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CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
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CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
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}
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}
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// TODO: Poll input events for current plaform
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// TODO: Poll input events for current platform
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}
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}
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@ -561,13 +561,13 @@ int InitPlatform(void)
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// TODO: Initialize input events system
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// TODO: Initialize input events system
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// It could imply keyboard, mouse, gamepad, touch...
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// It could imply keyboard, mouse, gamepad, touch...
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// Depending on the platform libraries/SDK it could use a callbacks mechanims
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// Depending on the platform libraries/SDK it could use a callback mechanism
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// For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
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// For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// ...
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// ...
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// TODO: Initialize timming system
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// TODO: Initialize timing system
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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InitTimer();
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InitTimer();
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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@ -664,7 +664,7 @@ void PollInputEvents(void)
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// TODO: This code does not seem to do anything??
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// TODO: This code does not seem to do anything??
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//if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
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//if (CORE.Window.eventWaiting) glfwWaitEvents(); // Wait for in input events before continue (drawing is paused)
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//else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reseted?
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//else glfwPollEvents(); // Poll input events: keyboard/mouse/window events (callbacks) --> WARNING: Where is key input reset?
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -937,7 +937,7 @@ int InitPlatform(void)
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emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// Initialize timming system
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// Initialize timing system
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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InitTimer();
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InitTimer();
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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