| Age | Commit message (Collapse) | Author |
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The way the current code worked was by calling `GetCurrentMonitor()`,
which would always return the monitor at position (0,0). This isn't the
primary monitor on all platforms, on Linux in particular it isn't the
case.
This isn't the case on the SDL backend, after calling `InitWindow()` the
window would always show up on the primary monitor. Even on the GLFW
backend, if the full screen flag was set it would attempt to put it on
the primary monitor as it would call `glfwGetPrimaryMonitor()` to do it,
so for consistency's sake we should do it on windowed mode too.
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The key handling in PLATFORM_DESKTOP_SDL was faulty in two ways, which
led to GetKeyPressed returning incorrect data.
CORE.Input.Keyboard.keyPressedQueue was updated only on SDL_TEXTINPUT,
meaning only text characters were registered as a pressed key, but not
function keys (eg. tab, backspace...). Also on such event, both
CORE.Input.Keyboard.keyPressedQueue and
CORE.Input.Keyboard.charPressedQueue were assigned the key's
corresponding codepoint, when CORE.Input.Keyboard.keyPressedQueue
should get the raylib keycode instead.
CORE.Input.Keyboard.keyPressedQueue is now updated on SDL_KEYDOWN event
instead.
Co-authored-by: Arthur <[email protected]>
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add gamepad previous button state tracking to Android
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* Fixing gamepad buttons in drm backend
* Remove trailing spaces
* Axis enumeration now works properly
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* Updating rcore_drm.c to only use one api for input
* Change RPI log prefix to DRM
* Remove relative checking which is not supported currently
* Loop should continue on invalid event in drm backend
* Fixed and cleaned up PollKeyboardEvents() in drm backend
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I did some testing and this seems to work okay, but it *is* different to
GLFW. GLFW seems to lose "IsCursorOnScreen" for one frame upon pressing
alt+tab over the window, without a different window covering it. SDL
seems to have a more reasonable behavior for this case. Either way it's
an edge case and I don't know the exact way to fix, likely requires
internal GLFW changes.
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The fingerId from SDL was used as an index into the CORE.Input.Touch
arrays, but it's an opaque / arbitrary int64, way bigger
than MAX_TOUCH_POINTS, so the first non-simulated touch event would segfault.
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* Update GLFW to 3.4 (draft)
* Add _glfwConnectNull() function to rglfw.c
* Update rglfw.c
* Update Makefile
* Makefile: Replace USE_WAYLAND_DISPLAY with DISABLE_WAYLAND
* Revert "Makefile: Replace USE_WAYLAND_DISPLAY with DISABLE_WAYLAND"
This reverts commit 9e79abde786bf797d8133fd95e8a475cf6e2b066.
* GlfwImport.cmake: Replace GLFW_USE_WAYLAND with GLFW_BUILD_WAYLAND
* Update rglfw.c
* Output platform selected by GLFW to TRACELOG
* GLFW has removed Mir support
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* Added gamepad rumble to rcore_desktop.c and rcore_desktop_sdl.c
Still need to add to the rest of the platforms.
* Add SetGamepadVibration warnings to unimplemented platforms.
* Added MAX_GAMEPAD_VIBRATION_TIME
The rumble in SDL2 will continue for MAX_GAMEPAD_VIBRATION_TIME unless the user cancels it with a call to SetGamepadVibration(0.0f,0.0f,0.0f)
* Cast float duration value to Uint 32
* Changed defines from int to float and fixed typo
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Co-authored-by: Gideon Serfontein <[email protected]>
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Co-authored-by: Arthur <[email protected]>
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* Fix Android keycode translation
* Simplify code a bit
* Rename KEYCODE_MAPPED_NUM to KEYCODE_MAP_SIZE
* Fix KEY_R and KEY_MENU duplicate
* Update raylib_api.* by CI
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Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
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* Fix that touch doesn't work for click/drag/raygui
* Add comments
* comments update
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times (Windows looks at center of window while the old raylib code looked on upper left corner of window, now it just uses the glfw function to fetch the window's current scaling). Also introduced a callback to update the CORE.Window.screenScaling when the content scaling updates, previously scaling did not work correctly on systems with multiple monitors that have different DPI scaling. (#3701)
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REVIEWED: GLFW naming conventions to reflect codepoints reading
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(#3641)
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`PLATFORM_WEB` (#3647)
* Fix ShowCursor(), HideCursor() and review SetMouseCursor() for PLATFORM_WEB
* Add static to cursorLUT[]
* Re-review SetMouseCursor()
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fixes #3636 style/format (#3637)
* Add GetWindowPosition() implementation for PLATFORM_WEB and fixes #3636 style/format
* Remove double space
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PLATFORM_WEB (#3636)
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NOTE: The code is commented until the build system gets updated to latest emscripten.
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`PLATFORM_WEB` (#3625)
* Complement SetWindowState() and ClearWindowState() for PLATFORM_WEB
* Add FLAG_WINDOW_RESIZABLE to SetWindowState() and ClearWindowState() for PLATFORM_WEB
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(#3622)
* Add ToggleBorderlessWindowed() for PLATFORM_WEB
* Fix coding convention
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* Fix touch gestures for PLATFORM_DESKTOP_SDL
* Complement note and optimization
* Events optimization
* Optimize gesture handling
* Reverts previous commit and fixes GESTURE_DRAG to not trigger GESTURE_SWIPE* when it ends
* Reapply previous gesture handling optimization also fixing GESTURE_DRAG to not trigger GESTURE_SWIPE* when it ends
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* Fix IsMouseButtonUp() for PLATFORM_WEB
* Fix IsMouseButtonUp() for PLATFORM_DRM
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`PLATFORM_DESKTOP_SDL` (#3610)
* Fix IsMouseButtonUp() and add touch events for PLATFORM_DESKTOP_SDL
* Fix coding convention
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* Fix IsKeyPressedRepeat() for PLATFORM_DESKTOP_SDL
* Fix missing space
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This reverts commit 4ae2af0bccc2792e0f380152b8638bfa384595c6.
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This reverts commit f1b0d15813098228369dd647ffc04a7dbd92c02a.
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Compiles on Linux & co. now
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Co-authored-by: Marco Maia <[email protected]>
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