summaryrefslogtreecommitdiffhomepage
path: root/src/platforms/rcore_android.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/platforms/rcore_android.c')
-rw-r--r--src/platforms/rcore_android.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/platforms/rcore_android.c b/src/platforms/rcore_android.c
index dc8724d8..8fc51d0e 100644
--- a/src/platforms/rcore_android.c
+++ b/src/platforms/rcore_android.c
@@ -81,7 +81,7 @@ static PlatformData platform = { 0 }; // Platform specific data
// Local Variables Definition
//----------------------------------------------------------------------------------
#define KEYCODE_MAP_SIZE 162
-static const KeyboardKey KeycodeMap[KEYCODE_MAP_SIZE] = {
+static const KeyboardKey mapKeycode[KEYCODE_MAP_SIZE] = {
KEY_NULL, // AKEYCODE_UNKNOWN
0, // AKEYCODE_SOFT_LEFT
0, // AKEYCODE_SOFT_RIGHT
@@ -1133,9 +1133,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_Y] = AMotionEvent_getAxisValue(
event, AMOTION_EVENT_AXIS_RZ, 0);
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_LEFT_TRIGGER] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_BRAKE, 0) * 2.0f - 1.0f;
+ event, AMOTION_EVENT_AXIS_BRAKE, 0)*2.0f - 1.0f;
CORE.Input.Gamepad.axisState[0][GAMEPAD_AXIS_RIGHT_TRIGGER] = AMotionEvent_getAxisValue(
- event, AMOTION_EVENT_AXIS_GAS, 0) * 2.0f - 1.0f;
+ event, AMOTION_EVENT_AXIS_GAS, 0)*2.0f - 1.0f;
// dpad is reported as an axis on android
float dpadX = AMotionEvent_getAxisValue(event, AMOTION_EVENT_AXIS_HAT_X, 0);
@@ -1201,7 +1201,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
return 1; // Handled gamepad button
}
- KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE) ? KeycodeMap[keycode] : KEY_NULL;
+ KeyboardKey key = (keycode > 0 && keycode < KEYCODE_MAP_SIZE)? mapKeycode[keycode] : KEY_NULL;
if (key != KEY_NULL)
{
// Save current key and its state
@@ -1252,10 +1252,10 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
CORE.Input.Touch.position[i] = (Vector2){ AMotionEvent_getX(event, i), AMotionEvent_getY(event, i) };
// Normalize CORE.Input.Touch.position[i] for CORE.Window.screen.width and CORE.Window.screen.height
- float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x) / (float)CORE.Window.display.width;
- float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y) / (float)CORE.Window.display.height;
- CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x * widthRatio - (float)CORE.Window.renderOffset.x / 2;
- CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y * heightRatio - (float)CORE.Window.renderOffset.y / 2;
+ float widthRatio = (float)(CORE.Window.screen.width + CORE.Window.renderOffset.x)/(float)CORE.Window.display.width;
+ float heightRatio = (float)(CORE.Window.screen.height + CORE.Window.renderOffset.y)/(float)CORE.Window.display.height;
+ CORE.Input.Touch.position[i].x = CORE.Input.Touch.position[i].x*widthRatio - (float)CORE.Window.renderOffset.x/2;
+ CORE.Input.Touch.position[i].y = CORE.Input.Touch.position[i].y*heightRatio - (float)CORE.Window.renderOffset.y/2;
}
int32_t action = AMotionEvent_getAction(event);