Added comments and review some functions #3313
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1 changed files with 191 additions and 143 deletions
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@ -563,17 +563,10 @@ void OpenURL(const char *url)
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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// Set a custom key to exit program
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void SetExitKey(int key)
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{
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TRACELOG(LOG_WARNING, "SetExitKey() not implemented on target platform");
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}
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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TRACELOG(LOG_WARNING, "GetGamepadName() not implemented on target platform");
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return NULL;
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Get gamepad axis count
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@ -592,19 +585,25 @@ int SetGamepadMappings(const char *mappings)
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// Get mouse position X
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int GetMouseX(void)
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{
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return (int)CORE.Input.Touch.position[0].x;
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return (int)((CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
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}
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// Get mouse position Y
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int GetMouseY(void)
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{
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return (int)CORE.Input.Touch.position[0].y;
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return (int)((CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
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}
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// Get mouse position XY
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Vector2 GetMousePosition(void)
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{
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return GetTouchPosition(0);
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Vector2 position = { 0 };
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// NOTE: On canvas scaling, mouse position is proportionally returned
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position.x = (CORE.Input.Mouse.currentPosition.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
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position.y = (CORE.Input.Mouse.currentPosition.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
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return position;
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}
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// Set mouse position XY
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