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@@ -198,6 +198,7 @@ static Matrix downscaleView; // Matrix to downscale view (in case
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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static const char *windowTitle; // Window text title...
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static bool cursorOnScreen = false; // Tracks if cursor is inside client area
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+static bool cursorHidden = false; // Track if cursor is hidden
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// Register mouse states
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static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
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@@ -213,8 +214,6 @@ static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Curre
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// Keyboard configuration
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static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
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-
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-static bool cursorHidden; // Track if cursor is hidden
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#endif
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// Register keyboard states
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@@ -1155,15 +1154,16 @@ void SetExitKey(int key)
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#endif
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}
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-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
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// Detect if a gamepad is available
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bool IsGamepadAvailable(int gamepad)
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{
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bool result = false;
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-
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+
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+#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
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+#endif
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return result;
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}
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@@ -1183,11 +1183,10 @@ const char *GetGamepadName(int gamepad)
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float GetGamepadAxisMovement(int gamepad, int axis)
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{
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float value = 0;
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-
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- if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS))
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- {
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- value = gamepadAxisState[gamepad][axis];
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- }
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+
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+#if !defined(PLATFORM_ANDROID)
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+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
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+#endif
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return value;
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}
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@@ -1196,10 +1195,12 @@ float GetGamepadAxisMovement(int gamepad, int axis)
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bool IsGamepadButtonPressed(int gamepad, int button)
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{
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bool pressed = false;
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-
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+
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+#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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(currentGamepadState[gamepad][button] == 1)) pressed = true;
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+#endif
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return pressed;
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}
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@@ -1209,8 +1210,10 @@ bool IsGamepadButtonDown(int gamepad, int button)
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{
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bool result = false;
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+#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] == 1)) result = true;
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+#endif
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return result;
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}
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@@ -1220,9 +1223,11 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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{
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bool released = false;
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+#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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(currentGamepadState[gamepad][button] == 0)) released = true;
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+#endif
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return released;
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}
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@@ -1232,8 +1237,10 @@ bool IsGamepadButtonUp(int gamepad, int button)
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{
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bool result = false;
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+#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] == 0)) result = true;
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+#endif
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return result;
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}
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@@ -1244,9 +1251,6 @@ int GetGamepadButtonPressed(void)
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return lastGamepadButtonPressed;
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}
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-#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
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-
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-
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// Detect if a mouse button has been pressed once
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bool IsMouseButtonPressed(int button)
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{
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