Renamed SUPPORT_MOUSE_CURSOR_NATIVE -> SUPPORT_MOUSE_CURSOR_POINT

This commit is contained in:
Ray
2021-06-17 11:17:39 +02:00
parent 942657fc7c
commit 68e408474d
3 changed files with 19 additions and 18 deletions

View File

@@ -56,7 +56,7 @@
* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
* blocking the device is not restored properly. Use with care.
*
* #define SUPPORT_MOUSE_CURSOR_NATIVE (Raspberry Pi and DRM only)
* #define SUPPORT_MOUSE_CURSOR_POINT
* Draw a mouse pointer on screen
*
* #define SUPPORT_BUSY_WAIT_LOOP
@@ -387,7 +387,7 @@ typedef struct CoreData {
Point position; // Window position on screen (required on fullscreen toggle)
Size display; // Display width and height (monitor, device-screen, LCD, ...)
Size screen; // Screen width and height (used render area)
Size currentFbo; // Current render width and height, it could change on BeginTextureMode()
Size currentFbo; // Current render width and height (depends on active fbo)
Size render; // Framebuffer width and height (render area, including black bars if required)
Point renderOffset; // Offset from render area (must be divided by 2)
Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
@@ -1952,22 +1952,22 @@ void BeginDrawing(void)
// End canvas drawing and swap buffers (double buffering)
void EndDrawing(void)
{
#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_MOUSE_CURSOR_NATIVE)
// On native mode we have no system mouse cursor, so,
// we draw a small rectangle for user reference
rlDrawRenderBatchActive(); // Update and draw internal render batch
#if defined(SUPPORT_MOUSE_CURSOR_POINT)
// Draw a small rectangle on mouse position for user reference
if (!CORE.Input.Mouse.cursorHidden)
{
DrawRectangle(CORE.Input.Mouse.currentPosition.x, CORE.Input.Mouse.currentPosition.y, 3, 3, MAROON);
rlDrawRenderBatchActive(); // Update and draw internal render batch
}
#endif
rlDrawRenderBatchActive(); // Update and draw internal render batch
#if defined(SUPPORT_GIF_RECORDING)
#define GIF_RECORD_FRAMERATE 10
// Draw record indicator
if (gifRecording)
{
#define GIF_RECORD_FRAMERATE 10
gifFramesCounter++;
// NOTE: We record one gif frame every 10 game frames
@@ -1992,6 +1992,7 @@ void EndDrawing(void)
#endif
#if defined(SUPPORT_EVENTS_AUTOMATION)
// Draw record/play indicator
if (eventsRecording)
{
gifFramesCounter++;
@@ -2018,8 +2019,8 @@ void EndDrawing(void)
}
#endif
SwapBuffers(); // Copy back buffer to front buffer
SwapBuffers(); // Copy back buffer to front buffer (screen)
// Frame time control system
CORE.Time.current = GetTime();
CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
@@ -2040,13 +2041,13 @@ void EndDrawing(void)
}
PollInputEvents(); // Poll user events
#if defined(SUPPORT_EVENTS_AUTOMATION)
// Events recording and playing logic
if (eventsRecording) RecordAutomationEvent(CORE.Time.frameCounter);
// TODO: When should we play? After/before/replace PollInputEvents()?
if (eventsPlaying)
else if (eventsPlaying)
{
// TODO: When should we play? After/before/replace PollInputEvents()?
if (CORE.Time.frameCounter >= eventCount) eventsPlaying = false;
PlayAutomationEvent(CORE.Time.frameCounter);
}