@@ -769,10 +769,10 @@ int InitPlatform(void)
769769 //AConfiguration_getScreenLong(platform.app->config);
770770
771771 // Set some default window flags
772- CORE .Window .flags &= ~ FLAG_WINDOW_HIDDEN ; // false
773- CORE .Window .flags &= ~ FLAG_WINDOW_MINIMIZED ; // false
774- CORE .Window .flags |= FLAG_WINDOW_MAXIMIZED ; // true
775- CORE .Window .flags &= ~ FLAG_WINDOW_UNFOCUSED ; // false
772+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_HIDDEN ) ; // false
773+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_MINIMIZED ) ; // false
774+ FLAG_SET ( CORE .Window .flags , FLAG_WINDOW_MAXIMIZED ); // true
775+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_UNFOCUSED ) ; // false
776776 //----------------------------------------------------------------------------
777777
778778 // Initialize App command system
@@ -856,11 +856,11 @@ void ClosePlatform(void)
856856static int InitGraphicsDevice (void )
857857{
858858 CORE .Window .fullscreen = true;
859- CORE .Window .flags |= FLAG_FULLSCREEN_MODE ;
859+ FLAG_SET ( CORE .Window .flags , FLAG_FULLSCREEN_MODE ) ;
860860
861861 EGLint samples = 0 ;
862862 EGLint sampleBuffer = 0 ;
863- if (CORE .Window .flags & FLAG_MSAA_4X_HINT )
863+ if (FLAG_CHECK ( CORE .Window .flags , FLAG_MSAA_4X_HINT ) > 0 )
864864 {
865865 samples = 4 ;
866866 sampleBuffer = 1 ;
@@ -965,7 +965,7 @@ static int InitGraphicsDevice(void)
965965
966966 CORE .Window .ready = true;
967967
968- if ((CORE .Window .flags & FLAG_WINDOW_MINIMIZED ) > 0 ) MinimizeWindow ();
968+ if (FLAG_CHECK (CORE .Window .flags , FLAG_WINDOW_MINIMIZED ) > 0 ) MinimizeWindow ();
969969
970970 return 0 ;
971971}
@@ -1032,7 +1032,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
10321032 // Set font white rectangle for shapes drawing, so shapes and text can be batched together
10331033 // WARNING: rshapes module is required, if not available, default internal white rectangle is used
10341034 Rectangle rec = GetFontDefault ().recs [95 ];
1035- if (CORE .Window .flags & FLAG_MSAA_4X_HINT )
1035+ if (FLAG_CHECK ( CORE .Window .flags , FLAG_MSAA_4X_HINT ) > 0 )
10361036 {
10371037 // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
10381038 SetShapesTexture (GetFontDefault ().texture , (Rectangle ){ rec .x + 2 , rec .y + 2 , 1 , 1 });
@@ -1075,14 +1075,14 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
10751075 case APP_CMD_GAINED_FOCUS :
10761076 {
10771077 platform .appEnabled = true;
1078- CORE .Window .flags &= ~ FLAG_WINDOW_UNFOCUSED ;
1078+ FLAG_CLEAR ( CORE .Window .flags , FLAG_WINDOW_UNFOCUSED ) ;
10791079 //ResumeMusicStream();
10801080 } break ;
10811081 case APP_CMD_PAUSE : break ;
10821082 case APP_CMD_LOST_FOCUS :
10831083 {
10841084 platform .appEnabled = false;
1085- CORE .Window .flags |= FLAG_WINDOW_UNFOCUSED ;
1085+ FLAG_SET ( CORE .Window .flags , FLAG_WINDOW_UNFOCUSED ) ;
10861086 //PauseMusicStream();
10871087 } break ;
10881088 case APP_CMD_TERM_WINDOW :
@@ -1160,8 +1160,8 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
11601160
11611161 if (type == AINPUT_EVENT_TYPE_MOTION )
11621162 {
1163- if (((source & AINPUT_SOURCE_JOYSTICK ) == AINPUT_SOURCE_JOYSTICK ) ||
1164- ((source & AINPUT_SOURCE_GAMEPAD ) == AINPUT_SOURCE_GAMEPAD ))
1163+ if ((FLAG_CHECK (source , AINPUT_SOURCE_JOYSTICK ) == AINPUT_SOURCE_JOYSTICK ) ||
1164+ (FLAG_CHECK (source , AINPUT_SOURCE_GAMEPAD ) == AINPUT_SOURCE_GAMEPAD ))
11651165 {
11661166 // For now we'll assume a single gamepad which we "detect" on its input event
11671167 CORE .Input .Gamepad .ready [0 ] = true;
@@ -1224,8 +1224,8 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
12241224 //int32_t AKeyEvent_getMetaState(event);
12251225
12261226 // Handle gamepad button presses and releases
1227- if (((source & AINPUT_SOURCE_JOYSTICK ) == AINPUT_SOURCE_JOYSTICK ) ||
1228- ((source & AINPUT_SOURCE_GAMEPAD ) == AINPUT_SOURCE_GAMEPAD ))
1227+ if ((FLAG_CHECK (source , AINPUT_SOURCE_JOYSTICK ) == AINPUT_SOURCE_JOYSTICK ) ||
1228+ (FLAG_CHECK (source , AINPUT_SOURCE_GAMEPAD ) == AINPUT_SOURCE_GAMEPAD ))
12291229 {
12301230 // For now we'll assume a single gamepad which we "detect" on its input event
12311231 CORE .Input .Gamepad .ready [0 ] = true;
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