Browse Source

Replaced tabs by spaces

pull/102/head
Ray 9 years ago
parent
commit
dcbf2a0e0c
3 changed files with 240 additions and 240 deletions
  1. +233
    -233
      games/tetris.c
  2. +6
    -6
      src/core.c
  3. +1
    -1
      src/raylib.h

+ 233
- 233
games/tetris.c View File

@ -179,22 +179,22 @@ void InitGame(void)
// Initialize grid matrices // Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++) for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK; if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY; else grid[i][j] = EMPTY;
}
}
}
}
// Initialize incoming piece matrices // Initialize incoming piece matrices
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
} }
// Update game (one frame) // Update game (one frame)
@ -423,34 +423,34 @@ static bool Createpiece()
piecePositionY = 0; piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one // If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
if (beginPlay)
{
GetRandompiece(); GetRandompiece();
beginPlay = false; beginPlay = false;
}
}
// We assign the incoming piece to the actual piece // We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one // We assign a random piece to the incoming one
GetRandompiece();
GetRandompiece();
// Assign the piece to the grid // Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++) for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
} }
static void GetRandompiece() static void GetRandompiece()
@ -459,22 +459,22 @@ static void GetRandompiece()
int random = rand() % 7; int random = rand() % 7;
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch(random) switch(random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
} }
} }
@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{ {
// If we finished moving this piece, we stop it // If we finished moving this piece, we stop it
if (*detection) if (*detection)
{
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
// We move down the piece // We move down the piece
else
{
else
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++; piecePositionY++;
} }
} }
@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
bool collision = false; bool collision = false;
// Move left // Move left
if (IsKeyDown(KEY_LEFT))
{
if (IsKeyDown(KEY_LEFT))
{
// Check if is possible to move to left // Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left // Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left // If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left // Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--; piecePositionX--;
}
}
}
}
// Move right // Move right
else if (IsKeyDown(KEY_RIGHT))
{
else if (IsKeyDown(KEY_RIGHT))
{
// Check if is possible to move to right // Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right // Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{ {
collision = true; collision = true;
} }
}
}
}
}
}
}
// If able move right // If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right // Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++; piecePositionX++;
}
}
}
}
return collision; return collision;
} }
@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
{ {
// Input for turning the piece // Input for turning the piece
if (IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_UP))
{
int aux;
bool checker = false;
{
int aux;
bool checker = false;
// Check all turning possibilities // Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) && (grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING)) (grid[piecePositionX][piecePositionY] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) && (grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING)) (grid[piecePositionX + 3][piecePositionY] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) && (grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING)) (grid[piecePositionX][piecePositionY + 3] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) && (grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING)) (grid[piecePositionX][piecePositionY + 2] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) && (grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING)) (grid[piecePositionX + 1][piecePositionY] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) && (grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING)) (grid[piecePositionX][piecePositionY + 1] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) && (grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING)) (grid[piecePositionX + 2][piecePositionY] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{
{
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{
{
checker = true; checker = true;
} }
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true; return true;
}
}
return false; return false;
} }
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
static void CheckDetection(bool *detection) static void CheckDetection(bool *detection)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
} }
static void CheckCompletition(bool *lineToDelete) static void CheckCompletition(bool *lineToDelete)
{ {
int calculator; int calculator;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line // Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line // Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true; *lineToDelete = true;
calculator = 0; calculator = 0;
// points++;
// points++;
// Mark the completed line // Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
} }
static void DeleteCompleteLines() static void DeleteCompleteLines()

+ 6
- 6
src/core.c View File

@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// Normalize gestureEvent.position[0] for screenWidth and screenHeight // Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight(); gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent); ProcessGestureEvent(gestureEvent);
#endif #endif
} }
@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// TODO: GPU assets reload in case of lost focus (lost context) // TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display // NOTE: This problem has been solved just unbinding and rebinding context from display
/*
/*
if (assetsReloadRequired) if (assetsReloadRequired)
{ {
for (int i = 0; i < assetsCount; i++) for (int i = 0; i < assetsCount; i++)
@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg)
const int joystickAxisY = 1; const int joystickAxisY = 1;
// Read gamepad event // Read gamepad event
struct js_event gamepadEvent;
struct js_event gamepadEvent;
while (1)
while (1)
{ {
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{ {
@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg)
*/ */
} }
} }
}
}
return NULL; return NULL;
} }

+ 1
- 1
src/raylib.h View File

@ -385,7 +385,7 @@ typedef struct Model {
Matrix transform; Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader; Shader shader;
//Material material;
//Material material;
} Model; } Model;
// Ray type (useful for raycast) // Ray type (useful for raycast)

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