Replaced tabs by spaces

This commit is contained in:
Ray 2016-03-03 13:24:56 +01:00
parent fffbf48dec
commit dcbf2a0e0c
3 changed files with 234 additions and 234 deletions

View File

@ -179,22 +179,22 @@ void InitGame(void)
// Initialize grid matrices // Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++) for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{ {
for (int j = 0; j < GRID_VERTICAL_SIZE; j++) for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{ {
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK; if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY; else grid[i][j] = EMPTY;
} }
} }
// Initialize incoming piece matrices // Initialize incoming piece matrices
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
for (int j = 0; j< 4; j++) for (int j = 0; j< 4; j++)
{ {
incomingPiece[i][j] = EMPTY; incomingPiece[i][j] = EMPTY;
} }
} }
} }
// Update game (one frame) // Update game (one frame)
@ -423,34 +423,34 @@ static bool Createpiece()
piecePositionY = 0; piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one // If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay) if (beginPlay)
{ {
GetRandompiece(); GetRandompiece();
beginPlay = false; beginPlay = false;
} }
// We assign the incoming piece to the actual piece // We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
for (int j = 0; j< 4; j++) for (int j = 0; j< 4; j++)
{ {
piece[i][j] = incomingPiece[i][j]; piece[i][j] = incomingPiece[i][j];
} }
} }
// We assign a random piece to the incoming one // We assign a random piece to the incoming one
GetRandompiece(); GetRandompiece();
// Assign the piece to the grid // Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++) for (int i = piecePositionX; i < piecePositionX + 4; i++)
{ {
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
{ {
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING; if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
} }
} }
return true; return true;
} }
static void GetRandompiece() static void GetRandompiece()
@ -459,22 +459,22 @@ static void GetRandompiece()
int random = rand() % 7; int random = rand() % 7;
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
for (int j = 0; j < 4; j++) for (int j = 0; j < 4; j++)
{ {
incomingPiece[i][j] = EMPTY; incomingPiece[i][j] = EMPTY;
} }
} }
switch(random) switch(random)
{ {
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
} }
} }
@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{ {
// If we finished moving this piece, we stop it // If we finished moving this piece, we stop it
if (*detection) if (*detection)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i][j] = FULL; grid[i][j] = FULL;
*detection = false; *detection = false;
*pieceActive = false; *pieceActive = false;
} }
} }
} }
} }
// We move down the piece // We move down the piece
else else
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i][j+1] = MOVING; grid[i][j+1] = MOVING;
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
piecePositionY++; piecePositionY++;
} }
} }
@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
bool collision = false; bool collision = false;
// Move left // Move left
if (IsKeyDown(KEY_LEFT)) if (IsKeyDown(KEY_LEFT))
{ {
// Check if is possible to move to left // Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
// Check if we are touching the left wall or we have a full square at the left // Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true; if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
} }
} }
} }
// If able, move left // If able, move left
if (!collision) if (!collision)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{ {
// Move everything to the left // Move everything to the left
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i-1][j] = MOVING; grid[i-1][j] = MOVING;
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
piecePositionX--; piecePositionX--;
} }
} }
// Move right // Move right
else if (IsKeyDown(KEY_RIGHT)) else if (IsKeyDown(KEY_RIGHT))
{ {
// Check if is possible to move to right // Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
// Check if we are touching the right wall or we have a full square at the right // Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL)) if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{ {
collision = true; collision = true;
} }
} }
} }
} }
// If able move right // If able move right
if (!collision) if (!collision)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{ {
// Move everything to the right // Move everything to the right
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i+1][j] = MOVING; grid[i+1][j] = MOVING;
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
piecePositionX++; piecePositionX++;
} }
} }
return collision; return collision;
} }
@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
{ {
// Input for turning the piece // Input for turning the piece
if (IsKeyDown(KEY_UP)) if (IsKeyDown(KEY_UP))
{ {
int aux; int aux;
bool checker = false; bool checker = false;
// Check all turning possibilities // Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) && (grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING)) (grid[piecePositionX][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) && (grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING)) (grid[piecePositionX + 3][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY] == MOVING) && if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) && (grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING)) (grid[piecePositionX][piecePositionY + 3] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) && (grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING)) (grid[piecePositionX][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) && (grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING)) (grid[piecePositionX + 1][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) && (grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING)) (grid[piecePositionX][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) && (grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING)) (grid[piecePositionX + 2][piecePositionY] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{ {
checker = true; checker = true;
} }
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) && if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) && (grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) (grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{ {
checker = true; checker = true;
} }
if (!checker) if (!checker)
{ {
aux = piece[0][0]; aux = piece[0][0];
piece[0][0] = piece[3][0]; piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3]; piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3]; piece[3][3] = piece[0][3];
piece[0][3] = aux; piece[0][3] = aux;
aux = piece[1][0]; aux = piece[1][0];
piece[1][0] = piece[3][1]; piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3]; piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2]; piece[2][3] = piece[0][2];
piece[0][2] = aux; piece[0][2] = aux;
aux = piece[2][0]; aux = piece[2][0];
piece[2][0] = piece[3][2]; piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3]; piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1]; piece[1][3] = piece[0][1];
piece[0][1] = aux; piece[0][1] = aux;
aux = piece[1][1]; aux = piece[1][1];
piece[1][1] = piece[2][1]; piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2]; piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2]; piece[2][2] = piece[1][2];
piece[1][2] = aux; piece[1][2] = aux;
} }
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if (grid[i][j] == MOVING) if (grid[i][j] == MOVING)
{ {
grid[i][j] = EMPTY; grid[i][j] = EMPTY;
} }
} }
} }
for (int i = piecePositionX; i < piecePositionX + 4; i++) for (int i = piecePositionX; i < piecePositionX + 4; i++)
{ {
for (int j = piecePositionY; j < piecePositionY + 4; j++) for (int j = piecePositionY; j < piecePositionY + 4; j++)
{ {
if (piece[i - piecePositionX][j - piecePositionY] == MOVING) if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{ {
grid[i][j] = MOVING; grid[i][j] = MOVING;
} }
} }
} }
return true; return true;
} }
return false; return false;
} }
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
static void CheckDetection(bool *detection) static void CheckDetection(bool *detection)
{ {
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true; if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
} }
} }
} }
static void CheckCompletition(bool *lineToDelete) static void CheckCompletition(bool *lineToDelete)
{ {
int calculator; int calculator;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{ {
calculator = 0; calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{ {
// Count each square of the line // Count each square of the line
if (grid[i][j] == FULL) if (grid[i][j] == FULL)
{ {
calculator++; calculator++;
} }
// Check if we completed the whole line // Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2) if (calculator == GRID_HORIZONTAL_SIZE - 2)
{ {
*lineToDelete = true; *lineToDelete = true;
calculator = 0; calculator = 0;
// points++; // points++;
// Mark the completed line // Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++) for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{ {
grid[z][j] = FADING; grid[z][j] = FADING;
} }
} }
} }
} }
} }
static void DeleteCompleteLines() static void DeleteCompleteLines()

View File

@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int
// Normalize gestureEvent.position[0] for screenWidth and screenHeight // Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight(); gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing // Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent); ProcessGestureEvent(gestureEvent);
#endif #endif
} }
@ -1890,7 +1890,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
// TODO: GPU assets reload in case of lost focus (lost context) // TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display // NOTE: This problem has been solved just unbinding and rebinding context from display
/* /*
if (assetsReloadRequired) if (assetsReloadRequired)
{ {
for (int i = 0; i < assetsCount; i++) for (int i = 0; i < assetsCount; i++)
@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg)
const int joystickAxisY = 1; const int joystickAxisY = 1;
// Read gamepad event // Read gamepad event
struct js_event gamepadEvent; struct js_event gamepadEvent;
while (1) while (1)
{ {
if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) if (read(gamepadStream, &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{ {
@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg)
*/ */
} }
} }
} }
return NULL; return NULL;
} }

View File

@ -385,7 +385,7 @@ typedef struct Model {
Matrix transform; Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader; Shader shader;
//Material material; //Material material;
} Model; } Model;
// Ray type (useful for raycast) // Ray type (useful for raycast)