Support for different platforms. Platform_desktop_sdl.
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@@ -75,8 +75,6 @@ RL.LOG_NONE=7
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-- Globals - KeyboardKey
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---Key: Unknown
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RL.GLFW_KEY_UNKNOWN=nil
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---Key: NULL, used for no key pressed
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RL.KEY_NULL=0
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---Key: '
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@@ -1166,19 +1164,6 @@ RL.GL_STENCIL_BUFFER_BIT=1024
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RL.GL_NEAREST=9728
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RL.GL_LINEAR=9729
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-- Globals - GLFW
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---The key or mouse button was released
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RL.GLFW_RELEASE=0
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---The key or mouse button was pressed
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RL.GLFW_PRESS=1
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---The key was held down until it repeated
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RL.GLFW_REPEAT=2
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---Joystick connected
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RL.GLFW_CONNECTED=262145
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---Joystick disconnected
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RL.GLFW_DISCONNECTED=262146
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-- Globals - CBuffer
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---C type unsigned char
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@@ -1197,36 +1182,6 @@ RL.BUFFER_INT=5
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RL.BUFFER_FLOAT=6
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---C type double
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RL.BUFFER_DOUBLE=7
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-- Globals - Window
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---GLFW event window size changed
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RL.EVENT_WINDOW_SIZE=0
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---GLFW event window maximize
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RL.EVENT_WINDOW_MAXIMIZE=1
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---GLFW event window iconify
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RL.EVENT_WINDOW_ICONYFY=2
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---GLFW event window focus
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RL.EVENT_WINDOW_FOCUS=3
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---GLFW event window drop
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RL.EVENT_WINDOW_DROP=4
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-- Globals - Input
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---GLFW event keyboard key
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RL.EVENT_KEY=5
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---GLFW event Unicode character
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RL.EVENT_CHAR=6
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---GLFW event mouse button
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RL.EVENT_MOUSE_BUTTON=7
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---GLFW event cursor position
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RL.EVENT_MOUSE_CURSOR_POS=8
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---GLFW event mouse scroll
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RL.EVENT_MOUSE_SCROLL=9
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---GLFW event cursor enter/leave
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RL.EVENT_CURSOR_ENTER=10
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---GLFW event joystick
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RL.EVENT_JOYSTICK=11
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-- Core - Window-related functions
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---Close window and unload OpenGL context and free all resources
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@@ -1943,29 +1898,6 @@ function RL.GetCharPressed() end
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---@return any RL.SetExitKey
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function RL.SetExitKey( key ) end
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---This function returns the name of the specified printable key, encoded as UTF-8.
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---This is typically the character that key would produce without any modifier keys,
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---intended for displaying key bindings to the user. For dead keys, it is typically
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---the diacritic it would add to a character.
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---Do not use this function for text input. You will break text input for many
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---languages even if it happens to work for yours.
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---If the key is KEY_UNKNOWN, the scancode is used to identify the key,
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---otherwise the scancode is ignored. If you specify a non-printable key,
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---or KEY_UNKNOWN and a scancode that maps to a non-printable key,
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---this function returns nil but does not emit an error.
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---- Success return string or nil
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---@param key integer
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---@param scancode integer
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---@return any keyName
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function RL.GetKeyName( key, scancode ) end
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---This function returns the platform-specific scancode of the specified key.
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---If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
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---- Success return int
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---@param key integer
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---@return any scancode
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function RL.GetKeyScancode( key ) end
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-- Core - Input-related functions: gamepads
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---Detect if a gamepad is available
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@@ -4799,16 +4731,17 @@ function RL.Vector2Distance( v1, v2 ) end
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---@return any result
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function RL.Vector2DistanceSqr( v1, v2 ) end
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---Calculate angle from two vectors
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---Calculate angle between two vectors
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---NOTE: Angle is calculated from origin point (0, 0)
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---- Success return float
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector2Angle( v1, v2 ) end
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---Calculate angle defined by a two vectors line.
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---NOTE: Parameters need to be normalized.
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---Current implementation should be aligned with glm::angle.
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---Calculate angle defined by a two vectors line
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---NOTE: Parameters need to be normalized
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---Current implementation should be aligned with glm::angle
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---- Success return float
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---@param a table
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---@param b table
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