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| author | Ray <raysan5@gmail.com> | 2016-03-03 13:24:56 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-03-03 13:24:56 +0100 |
| commit | dcbf2a0e0c904870ac3ac59a3623a3954ab0243f (patch) | |
| tree | dd266dc2b15acac3c8376ad7e0291228d0299a57 /src | |
| parent | fffbf48dec317d55262de62f8bab757a31d0eebd (diff) | |
| download | raylib-dcbf2a0e0c904870ac3ac59a3623a3954ab0243f.tar.gz raylib-dcbf2a0e0c904870ac3ac59a3623a3954ab0243f.zip | |
Replaced tabs by spaces
Diffstat (limited to 'src')
| -rw-r--r-- | src/core.c | 12 | ||||
| -rw-r--r-- | src/raylib.h | 2 |
2 files changed, 7 insertions, 7 deletions
@@ -1752,8 +1752,8 @@ static void MouseButtonCallback(GLFWwindow *window, int button, int action, int // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); 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); #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) // NOTE: This problem has been solved just unbinding and rebinding context from display - /* + /* if (assetsReloadRequired) { for (int i = 0; i < assetsCount; i++) @@ -2471,9 +2471,9 @@ static void *GamepadThread(void *arg) const int joystickAxisY = 1; // 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)) { @@ -2507,7 +2507,7 @@ static void *GamepadThread(void *arg) */ } } - } + } return NULL; } diff --git a/src/raylib.h b/src/raylib.h index f8f1683e..00afb4f3 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -385,7 +385,7 @@ typedef struct Model { Matrix transform; Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader Shader shader; - //Material material; + //Material material; } Model; // Ray type (useful for raycast) |
