REVIEWED: examples: Replace TABS and Remove trailing spaces

This commit is contained in:
Ray
2025-11-19 13:18:10 +01:00
parent bd21d74914
commit 0b9f463e64
36 changed files with 440 additions and 447 deletions

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@@ -64,7 +64,7 @@ int main(void)
// Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
base64Text = EncodeDataBase64((unsigned char *)textInput, textInputLen, &base64TextSize);
hashCRC32 = ComputeCRC32((unsigned char *)textInput, textInputLen); // Compute CRC32 hash code (4 bytes)
hashMD5 = ComputeMD5((unsigned char *)textInput, textInputLen); // Compute MD5 hash code, returns static int[4] (16 bytes)
hashSHA1 = ComputeSHA1((unsigned char *)textInput, textInputLen); // Compute SHA1 hash code, returns static int[5] (20 bytes)

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@@ -59,7 +59,7 @@ int main(void)
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
// Multiply by 6.0 (an arbitrary value) in order to make the speed
// Multiply by 6.0 (an arbitrary value) in order to make the speed
// visually closer to the other circle (at 60 fps), for comparison
deltaCircle.x += GetFrameTime()*6.0f*speed;
// This circle can move faster or slower visually depending on the FPS
@@ -68,7 +68,7 @@ int main(void)
// If either circle is off the screen, reset it back to the start
if (deltaCircle.x > screenWidth) deltaCircle.x = 0;
if (frameCircle.x > screenWidth) frameCircle.x = 0;
// Reset both circles positions
if (IsKeyPressed(KEY_R))
{

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@@ -17,7 +17,7 @@
// Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons
// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
#include "raylib.h"
@@ -44,7 +44,7 @@ typedef struct ActionInput {
// Global Variables Definition
//----------------------------------------------------------------------------------
static int gamepadIndex = 0; // Gamepad default index
static ActionInput actionInputs[MAX_ACTION] = { 0 };
static ActionInput actionInputs[MAX_ACTION] = { 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
@@ -67,15 +67,15 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input actions");
// Set default actions
// Set default actions
char actionSet = 0;
SetActionsDefault();
bool releaseAction = false;
Vector2 position = (Vector2){ 400.0f, 200.0f };
Vector2 size = (Vector2){ 40.0f, 40.0f };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@@ -85,7 +85,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
gamepadIndex = 0; // Set gamepad being checked
if (IsActionDown(ACTION_UP)) position.y -= 2;
if (IsActionDown(ACTION_DOWN)) position.y += 2;
if (IsActionDown(ACTION_LEFT)) position.x -= 2;
@@ -95,12 +95,12 @@ int main(void)
position.x = (screenWidth-size.x)/2;
position.y = (screenHeight-size.y)/2;
}
// Register release action for one frame
releaseAction = false;
if (IsActionReleased(ACTION_FIRE)) releaseAction = true;
// Switch control scheme by pressing TAB
// Switch control scheme by pressing TAB
if (IsKeyPressed(KEY_TAB))
{
actionSet = !actionSet;
@@ -116,7 +116,7 @@ int main(void)
ClearBackground(GRAY);
DrawRectangleV(position, size, releaseAction? BLUE : RED);
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE);
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
@@ -140,9 +140,9 @@ int main(void)
static bool IsActionPressed(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
return result;
}
@@ -151,20 +151,20 @@ static bool IsActionPressed(int action)
static bool IsActionReleased(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
return result;
}
// Check action key/button down
// NOTE: Combines key down and gamepad button down in one action
static bool IsActionDown(int action)
static bool IsActionDown(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
return result;
}

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@@ -50,7 +50,7 @@ int main(void)
const float rightStickDeadzoneY = 0.1f;
const float leftTriggerDeadzone = -0.9f;
const float rightTriggerDeadzone = -0.9f;
Rectangle vibrateButton = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -97,7 +97,7 @@ int main(void)
if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f;
if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f;
if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1) ||
if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1) ||
(TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1))
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);

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@@ -118,6 +118,6 @@ int main(void)
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@@ -6,7 +6,7 @@
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example contributed by GreenSnakeLinux (@GreenSnakeLinux),
* Example contributed by GreenSnakeLinux (@GreenSnakeLinux),
* reviewed by Ramon Santamaria (@raysan5), oblerion (@oblerion) and danilwhale (@danilwhale)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
@@ -86,7 +86,7 @@ int main(void)
pressedButton = BUTTON_NONE;
// Make sure user is pressing left mouse button if they're from desktop
if ((GetTouchPointCount() > 0) ||
if ((GetTouchPointCount() > 0) ||
((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)))
{
// Find nearest D-Pad button to the input position
@@ -113,7 +113,7 @@ int main(void)
default: break;
};
//--------------------------------------------------------------------------
// Draw
//--------------------------------------------------------------------------
BeginDrawing();

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@@ -66,25 +66,25 @@ int main(void)
for (int i = 0; i < monitorCount; i++)
{
monitors[i] = (MonitorInfo){
GetMonitorPosition(i),
GetMonitorName(i),
GetMonitorPosition(i),
GetMonitorName(i),
GetMonitorWidth(i),
GetMonitorHeight(i),
GetMonitorPhysicalWidth(i),
GetMonitorPhysicalHeight(i),
GetMonitorRefreshRate(i)
};
if (monitors[i].position.x < monitorOffsetX) monitorOffsetX = -(int)monitors[i].position.x;
const int width = (int)monitors[i].position.x + monitors[i].width;
const int height = (int)monitors[i].position.y + monitors[i].height;
if (maxWidth < width) maxWidth = width;
if (maxHeight < height) maxHeight = height;
}
if (IsKeyPressed(KEY_ENTER) && (monitorCount > 1))
if (IsKeyPressed(KEY_ENTER) && (monitorCount > 1))
{
currentMonitorIndex += 1;
@@ -95,8 +95,8 @@ int main(void)
}
else currentMonitorIndex = GetCurrentMonitor(); // Get currentMonitorIndex if manually moved
float monitorScale = 0.6f;
float monitorScale = 0.6f;
if (maxHeight > (maxWidth + monitorOffsetX)) monitorScale *= ((float)screenHeight/(float)maxHeight);
else monitorScale *= ((float)screenWidth/(float)(maxWidth + monitorOffsetX));
//----------------------------------------------------------------------------------
@@ -125,9 +125,9 @@ int main(void)
// Draw monitor name and information inside the rectangle
DrawText(TextFormat("[%i] %s", i, monitors[i].name), (int)rec.x + 10, (int)rec.y + (int)(100*monitorScale), (int)(120*monitorScale), BLUE);
DrawText(
TextFormat("Resolution: [%ipx x %ipx]\nRefreshRate: [%ihz]\nPhysical Size: [%imm x %imm]\nPosition: %3.0f x %3.0f",
monitors[i].width,
monitors[i].height,
TextFormat("Resolution: [%ipx x %ipx]\nRefreshRate: [%ihz]\nPhysical Size: [%imm x %imm]\nPosition: %3.0f x %3.0f",
monitors[i].width,
monitors[i].height,
monitors[i].refreshRate,
monitors[i].physicalWidth,
monitors[i].physicalHeight,

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@@ -22,7 +22,7 @@
#define MAX_UNDO_STATES 26 // Maximum undo states supported for the ring buffer
#define GRID_CELL_SIZE 24
#define GRID_CELL_SIZE 24
#define MAX_GRID_CELLS_X 30
#define MAX_GRID_CELLS_Y 13
@@ -57,7 +57,7 @@ int main(void)
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// We have multiple options to implement an Undo/Redo system
// Probably the most professional one is using the Command pattern to
// define Actions and store those actions into an array as the events happen,

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@@ -20,7 +20,7 @@
// For itteration purposes and teaching example
#define RESOLUTION_COUNT 4
enum ViewportType
enum ViewportType
{
// Only upscale, useful for pixel art
KEEP_ASPECT_INTEGER,
@@ -113,7 +113,7 @@ int main(void)
}
Vector2 mousePosition = GetMousePosition();
bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
// Check buttons and rescale
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed){
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1) % RESOLUTION_COUNT;