ADDED: IsWindowResized()
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15
src/core.c
15
src/core.c
@ -273,6 +273,7 @@ static GLFWwindow *window; // Native window (graphic device
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#endif
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static bool windowReady = false; // Check if window has been initialized successfully
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static bool windowMinimized = false; // Check if window has been minimized
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static bool windowResized = false; // Check if window has been resized
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static const char *windowTitle = NULL; // Window text title...
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static unsigned int displayWidth, displayHeight;// Display width and height (monitor, device-screen, LCD, ...)
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@ -742,6 +743,16 @@ bool IsWindowMinimized(void)
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#endif
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}
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// Check if window has been resized
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bool IsWindowResized(void)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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return windowResized;
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#else
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return false;
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#endif
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}
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// Check if window is currently hidden
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bool IsWindowHidden(void)
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{
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@ -3137,6 +3148,8 @@ static void PollInputEvents(void)
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gamepadAxisCount = axisCount;
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}
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}
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windowResized = false;
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#if defined(SUPPORT_EVENTS_WAITING)
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glfwWaitEvents();
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@ -3414,6 +3427,8 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
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currentHeight = height;
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// NOTE: Postprocessing texture is not scaled to new size
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windowResized = true;
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}
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// GLFW3 WindowIconify Callback, runs when window is minimized/restored
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@ -865,6 +865,7 @@ RLAPI bool WindowShouldClose(void); // Check if KE
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
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RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
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RLAPI bool IsWindowResized(void); // Check if window has been resized
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RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
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RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
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RLAPI void UnhideWindow(void); // Show the window
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