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@@ -131,7 +131,7 @@ static void MouseEnterCallback(GLFWwindow *window, int enter);
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// Emscripten window callback events
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static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData);
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-// static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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+//static EM_BOOL EmscriptenWindowResizedCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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static EM_BOOL EmscriptenResizeCallback(int eventType, const EmscriptenUiEvent *event, void *userData);
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static EM_BOOL EmscriptenFocusCallback(int eventType, const EmscriptenFocusEvent *focusEvent, void *userData);
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static EM_BOOL EmscriptenVisibilityChangeCallback(int eventType, const EmscriptenVisibilityChangeEvent *visibilityChangeEvent, void *userData);
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@@ -165,7 +165,7 @@ EM_JS(void, SetCanvasIdJs, (char *out, int outSize), {
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bool WindowShouldClose(void)
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{
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// Emscripten Asyncify is required to run synchronous code in asynchronous JS
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- // Ref: https://emscripten.org/docs/porting/asyncify.html
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+ // REF: https://emscripten.org/docs/porting/asyncify.html
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// WindowShouldClose() is not called on a web-ready raylib application if using emscripten_set_main_loop()
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// and encapsulating one frame execution on a UpdateDrawFrame() function,
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@@ -243,7 +243,7 @@ void ToggleFullscreen(void)
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// Option 2: Request fullscreen for the canvas element with strategy
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// This option does not seem to work at all
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- // Ref: https://github.com/emscripten-core/emscripten/issues/5124
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+ // REF: https://github.com/emscripten-core/emscripten/issues/5124
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// EmscriptenFullscreenStrategy strategy = {
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// .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
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// .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
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@@ -1520,8 +1520,8 @@ static void CharCallback(GLFWwindow *window, unsigned int key)
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// NOTE: Registers any key down considering OS keyboard layout but
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// does not detect action events, those should be managed by user...
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- // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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- // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
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+ // REF: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
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+ // REF: https://www.glfw.org/docs/latest/input_guide.html#input_char
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// Check if there is space available in the queue
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if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
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