@@ -796,10 +796,10 @@ int InitPlatform(void)
796796 //AConfiguration_getScreenLong(platform.app->config);
797797
798798 // Set some default window flags
799- CORE .Window .flags &= ~ FLAG_WINDOW_HIDDEN ; // false
800- CORE .Window .flags &= ~ FLAG_WINDOW_MINIMIZED ; // false
801- CORE .Window .flags |= FLAG_WINDOW_MAXIMIZED ; // true
802- CORE .Window .flags &= ~ FLAG_WINDOW_UNFOCUSED ; // false
799+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_HIDDEN ) ; // false
800+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_MINIMIZED ) ; // false
801+ FLAG_SET ( CORE .Window .flags , FLAG_WINDOW_MAXIMIZED ); // true
802+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_UNFOCUSED ) ; // false
803803 //----------------------------------------------------------------------------
804804
805805 // Initialize App command system
@@ -883,11 +883,11 @@ void ClosePlatform(void)
883883static int InitGraphicsDevice (void )
884884{
885885 CORE .Window .fullscreen = true;
886- CORE .Window .flags |= FLAG_FULLSCREEN_MODE ;
886+ FLAG_SET ( CORE .Window .flags , FLAG_FULLSCREEN_MODE ) ;
887887
888888 EGLint samples = 0 ;
889889 EGLint sampleBuffer = 0 ;
890- if (CORE .Window .flags & FLAG_MSAA_4X_HINT )
890+ if (FLAG_IS_SET ( CORE .Window .flags , FLAG_MSAA_4X_HINT ) )
891891 {
892892 samples = 4 ;
893893 sampleBuffer = 1 ;
@@ -992,7 +992,7 @@ static int InitGraphicsDevice(void)
992992
993993 CORE .Window .ready = true;
994994
995- if ((CORE .Window .flags & FLAG_WINDOW_MINIMIZED ) > 0 ) MinimizeWindow ();
995+ if (FLAG_IS_SET (CORE .Window .flags , FLAG_WINDOW_MINIMIZED )) MinimizeWindow ();
996996
997997 return 0 ;
998998}
@@ -1059,7 +1059,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
10591059 // Set font white rectangle for shapes drawing, so shapes and text can be batched together
10601060 // WARNING: rshapes module is required, if not available, default internal white rectangle is used
10611061 Rectangle rec = GetFontDefault ().recs [95 ];
1062- if (CORE .Window .flags & FLAG_MSAA_4X_HINT )
1062+ if (FLAG_IS_SET ( CORE .Window .flags , FLAG_MSAA_4X_HINT ) )
10631063 {
10641064 // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
10651065 SetShapesTexture (GetFontDefault ().texture , (Rectangle ){ rec .x + 2 , rec .y + 2 , 1 , 1 });
@@ -1102,14 +1102,14 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
11021102 case APP_CMD_GAINED_FOCUS :
11031103 {
11041104 platform .appEnabled = true;
1105- CORE .Window .flags &= ~ FLAG_WINDOW_UNFOCUSED ;
1105+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_UNFOCUSED ) ;
11061106 //ResumeMusicStream();
11071107 } break ;
11081108 case APP_CMD_PAUSE : break ;
11091109 case APP_CMD_LOST_FOCUS :
11101110 {
11111111 platform .appEnabled = false;
1112- CORE .Window .flags |= FLAG_WINDOW_UNFOCUSED ;
1112+ FLAG_SET ( CORE .Window .flags , FLAG_WINDOW_UNFOCUSED ) ;
11131113 //PauseMusicStream();
11141114 } break ;
11151115 case APP_CMD_TERM_WINDOW :
@@ -1187,8 +1187,8 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
11871187
11881188 if (type == AINPUT_EVENT_TYPE_MOTION )
11891189 {
1190- if ((( source & AINPUT_SOURCE_JOYSTICK ) == AINPUT_SOURCE_JOYSTICK ) ||
1191- (( source & AINPUT_SOURCE_GAMEPAD ) == AINPUT_SOURCE_GAMEPAD ))
1190+ if (FLAG_IS_SET ( source , AINPUT_SOURCE_JOYSTICK ) ||
1191+ FLAG_IS_SET ( source , AINPUT_SOURCE_GAMEPAD ))
11921192 {
11931193 // For now we'll assume a single gamepad which we "detect" on its input event
11941194 CORE .Input .Gamepad .ready [0 ] = true;
@@ -1251,8 +1251,8 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
12511251 //int32_t AKeyEvent_getMetaState(event);
12521252
12531253 // Handle gamepad button presses and releases
1254- if ((( source & AINPUT_SOURCE_JOYSTICK ) == AINPUT_SOURCE_JOYSTICK ) ||
1255- (( source & AINPUT_SOURCE_GAMEPAD ) == AINPUT_SOURCE_GAMEPAD ))
1254+ if (FLAG_IS_SET ( source , AINPUT_SOURCE_JOYSTICK ) ||
1255+ FLAG_IS_SET ( source , AINPUT_SOURCE_GAMEPAD ))
12561256 {
12571257 // For now we'll assume a single gamepad which we "detect" on its input event
12581258 CORE .Input .Gamepad .ready [0 ] = true;
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