Code gardening
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99b61089c8
commit
7711de62fb
14 changed files with 40 additions and 45 deletions
2
src/external/rlsw.h
vendored
2
src/external/rlsw.h
vendored
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@ -774,7 +774,7 @@ SWAPI void swGetFramebufferAttachmentParameteriv(SWattachment attachment, SWatta
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// Simple log system to avoid printf() calls if required
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// NOTE: Avoiding those calls, also avoids const strings memory usage
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#define RLSW_SUPPORT_LOG_INFO
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#if defined(RLSW_SUPPORT_LOG_INFO) //&& defined(_DEBUG) // WARNING: LOG() output required for this tool
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#if defined(RLSW_SUPPORT_LOG_INFO)
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#include <stdio.h>
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#define SW_LOG(...) printf(__VA_ARGS__)
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#else
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@ -1613,11 +1613,11 @@ void PollInputEvents(void)
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}
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//-----------------------------------------------------------------------------
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// using RGFW callbacks instead of polling
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// Using RGFW callbacks instead of polling
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RGFW_pollEvents();
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//-----------------------------------------------------------------------------
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mg_event gamepad_event;
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mg_event gamepad_event = { 0 };
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while (mg_gamepads_check_event(&platform.minigamepad, &gamepad_event))
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{
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int gamepadIndex = gamepad_event.gamepad->index;
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@ -1652,7 +1652,7 @@ void PollInputEvents(void)
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} break;
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#endif
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// Keyboard events
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// Check keyboard events
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case SDL_KEYDOWN:
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{
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#if defined(USING_VERSION_SDL3)
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@ -1680,10 +1680,8 @@ void PollInputEvents(void)
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if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey]) CORE.Window.shouldClose = true;
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} break;
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case SDL_KEYUP:
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{
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#if defined(USING_VERSION_SDL3)
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KeyboardKey key = ConvertScancodeToKey(event.key.scancode);
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#else
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@ -1691,7 +1689,6 @@ void PollInputEvents(void)
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#endif
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if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
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} break;
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case SDL_TEXTINPUT:
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{
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// NOTE: event.text.text data comes an UTF-8 text sequence but register codepoints (int)
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@ -1700,7 +1697,6 @@ void PollInputEvents(void)
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
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{
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// Add character (codepoint) to the queue
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#if defined(USING_VERSION_SDL3)
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size_t textLen = strlen(event.text.text);
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unsigned int codepoint = (unsigned int)SDL_StepUTF8(&event.text.text, &textLen);
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@ -1769,6 +1765,7 @@ void PollInputEvents(void)
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touchAction = 2;
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} break;
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// Check Touch events
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case SDL_FINGERDOWN:
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{
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UpdateTouchPointsSDL(event.tfinger);
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@ -1788,24 +1785,21 @@ void PollInputEvents(void)
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realTouch = true;
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} break;
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// Check gamepad events
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// Check Gamepad events
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case SDL_JOYDEVICEADDED:
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{
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int jid = event.jdevice.which; // Joystick device index
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// check if already added at InitPlatform
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// Check if already added at InitPlatform
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (jid == platform.gamepadId[i])
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{
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return;
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}
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if (jid == platform.gamepadId[i]) return;
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}
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int nextAvailableSlot = 0;
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while (nextAvailableSlot < MAX_GAMEPADS && CORE.Input.Gamepad.ready[nextAvailableSlot])
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{
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++nextAvailableSlot;
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nextAvailableSlot++;
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}
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if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot])
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@ -1118,7 +1118,7 @@ void PollInputEvents(void)
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// NOTE: For DRM touchscreen devices, this mapping is disabled to avoid false touch detection
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// CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
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// Handle the mouse/touch/gestures events:
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// Handle the mouse/touch/gestures events
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PollMouseEvents();
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}
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@ -1938,6 +1938,7 @@ static void InitEvdevInput(void)
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(strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*"
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{
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snprintf(path, MAX_FILEPATH_LENGTH, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
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ConfigureEvdevDevice(path); // Configure the device if appropriate
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}
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}
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@ -477,7 +477,7 @@ void PollInputEvents(void)
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if (kbhit())
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{
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int key = getch();
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if (key == 27) CORE.Window.shouldClose = true; // KEY_SCAPE
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if (key == 27) CORE.Window.shouldClose = true; // KEY_ESCAPE
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}
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}
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@ -1128,7 +1128,7 @@ void PollInputEvents(void)
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// Register previous gamepad button states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
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EmscriptenGamepadEvent gamepadState;
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EmscriptenGamepadEvent gamepadState = { 0 };
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int result = emscripten_get_gamepad_status(i, &gamepadState);
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@ -353,7 +353,7 @@ void ProcessGestureEvent(GestureEvent event)
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GESTURES.Drag.vector.y = GESTURES.Touch.moveDownPositionA.y - GESTURES.Touch.downDragPosition.y;
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}
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}
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else if (GESTURES.Touch.pointCount == 2) // Two touch points
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else if (GESTURES.Touch.pointCount == 2)
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{
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if (event.touchAction == TOUCH_ACTION_DOWN)
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{
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