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* removed glfwSetWindowPos on InitWindow
* removed execute permission from CMakeLists
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* fix issue #2728
* updated gamecontrollerdb: fixes GLFW warning due to invalid entry
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Fixes #2683
Remove elements from touch point related arrays when touch up and
similar events are processed. This makes GetTouchPointCount() always
report the actual count of touch points, and all positions returned by
GetTouchPosition() correspond to positions of currently happening
touches.
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* [rlgl] Check for extensions before enabling them
* Shift to glad on macOS
* #undef CORE_OPENGL_33
* Remove version hack and fix ASTC compression assumption
* Remove loader from glad
* Use GLAD_MALLOC/FREE instead of malloc/free
* More explicit extension checking
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Currently assumes a single gamepad, has no code specific to gamepad
detection (gamepad is "detected" when an event related to gamepad
arrives). Also assumes that all gamepads look roughly like an xbox/ps
controller. Both assumptions are not strictly true, but an
implementation like that probably covers 85% of usecases.
Also it doesn't update previousButtonState so functions
IsGamepadButtonPressed() and IsGamepadButtonReleased() don't work, but
they didn't work previously on Android anyway, and they are flaky on
desktop as they are now, so the mechanism for these two functions
probably should be reworked anyway.
It's certainly an improvement compared to the previous android gamepad
handling code, which put gamepad events into touch related structs.
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On android after rebinding context (which happens when you minimize and
navigate back to an app, or when you turn a screen off and back on)
there's a bug that viewport has a wrong scale and part of it is off
screen.
The change fixes it on devices I tried, but the solution feels hacky to
me. However when I attempted instead to call SetupViewport() again which
feels like a more proper solution, it didn't fix it.
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Fix display -> screen coordinate conversion for android platform and
move it to the platform event handling code, simplifying
GetTouchPosition() function implementation.
Co-authored-by: Denis Pobedrya <[email protected]>
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I want to note this is a special symbol exported
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* Win32: resolve some symbols re-definition of windows.h in glfw3native.h
This reflects GLFW's fix: https://github.com/glfw/glfw/issues/1348
This enables to build with a external GLFW containing the
following fix:
* https://github.com/glfw/glfw/commit/05f6c13d119ea2662c97527d2421fb4cffd3dbfc
Currently, glfw3native.h of the internal GLFW is customized at
https://github.com/raysan5/raylib/commit/2feea87b616292b5bce4454a42c2d048f1cce7d8
This fix is compatible with the current customized glfw3native.h.
This fix enables us to update it to the latest and remove the
customization.
* Win32: remove unneeded typedef
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When file extension is longer or equal length compared to buffer holding lowercased string, strncpy does not null terminate the string.
Increased buffer size by 1 to ensure it will always be null-terminated, so that following strcmp does not read out of buffer bounds.
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Tested with latest emscripten 3.1.18
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ISSUE: Front buffer and backbuffer have different clear colors, if no `ClearBackground()` is called by user, there is screen flickering on buffers swap.
It's up to the user to call `ClearBackground()` if desired
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* Fix raymath warning with floor to floorf
* signed unsigned missmatches
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Those functions were platform dependent and user has no control over the file created. They have been removed from raylib and just moved to `core_storage_values` example.
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Max file extension size set to 16
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(GetMouseWheelMoveV).
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REDESIGNED: `LoadDirectoryFiles()`
ADDED: `LoadDirectoryFilesEx()`
REDESIGNED: `LoadDroppedFiles()`
ADDED: `IsPathFile()`
This BIG BREAKING change simplifies the functions and gives more control to the user:
- A new `struct FilePathList` has been added to avoid exposing complex pointers.
- User is responsible of memory loading/unloading
- Filepaths loading support recursive directories and file extension filters
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instead max available (#2514)
* GetMonitorWidth()/GetMonitorHeight(): current video resolution instead max available
* adapt header comment to reflect change
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* Unify busy waiting behavior across conditional compilation branches
* Inline busy waiting code instead of using static function
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RENAMED: `ClearDroppedFiles()` to `UnloadDroppedFiles()`
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RENAMED: `ClearDirectoryFiles()` to `UnloadDirectoryFiles()`
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