Minor tweaks
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2f08f435b9
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@ -2812,7 +2812,7 @@ static void RecordAutomationEvent(unsigned int frame)
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// INPUT_GAMEPAD_CONNECT
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/*
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if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
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(CORE.Input.Gamepad.currentState[gamepad] == true)) // Check if changed to ready
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(CORE.Input.Gamepad.currentState[gamepad])) // Check if changed to ready
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{
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// TODO: Save gamepad connect event
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}
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@ -2821,7 +2821,7 @@ static void RecordAutomationEvent(unsigned int frame)
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// INPUT_GAMEPAD_DISCONNECT
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/*
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if ((CORE.Input.Gamepad.currentState[gamepad] != CORE.Input.Gamepad.previousState[gamepad]) &&
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(CORE.Input.Gamepad.currentState[gamepad] == false)) // Check if changed to not-ready
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(!CORE.Input.Gamepad.currentState[gamepad])) // Check if changed to not-ready
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{
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// TODO: Save gamepad disconnect event
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}
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@ -1966,7 +1966,7 @@ static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffs
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// GLFW3 CursorEnter Callback, when cursor enters the window
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static void CursorEnterCallback(GLFWwindow *window, int enter)
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{
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if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
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if (enter) CORE.Input.Mouse.cursorOnScreen = true;
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else CORE.Input.Mouse.cursorOnScreen = false;
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}
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@ -1336,7 +1336,7 @@ static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffs
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// GLFW3 CursorEnter Callback, when cursor enters the window
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static void CursorEnterCallback(GLFWwindow *window, int enter)
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{
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if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
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if (enter) CORE.Input.Mouse.cursorOnScreen = true;
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else CORE.Input.Mouse.cursorOnScreen = false;
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}
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