mirror of
https://github.com/raysan5/raylib.git
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Remove trailing spaces
This commit is contained in:
@@ -36,7 +36,7 @@
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10. Have fun!
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10. Have fun!
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The following files must be updated when adding a new example,
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The following files must be updated when adding a new example,
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but it can be automatically done using the raylib provided tool: rexm
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but it can be automatically done using the raylib provided tool: rexm
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So, no worries if just the .c/.png are provided when adding the example.
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So, no worries if just the .c/.png are provided when adding the example.
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@@ -49,7 +49,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load basic normal map lighting shader
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// Load basic normal map lighting shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
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TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
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// Get some required shader locations
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// Get some required shader locations
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@@ -197,7 +197,7 @@ int main(void)
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bullets[i].color);
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bullets[i].color);
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}
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}
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}
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}
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}
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}
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else
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else
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{
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{
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// Draw bullets using DrawCircle(), less performant
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// Draw bullets using DrawCircle(), less performant
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@@ -32,18 +32,18 @@ int main(void)
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const int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
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Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.69f);
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Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.69f);
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// Speed at which we fly forward
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// Speed at which we fly forward
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float speed = 10.0f/9.0f;
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float speed = 10.0f/9.0f;
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// We're either drawing lines or circles
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// We're either drawing lines or circles
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bool drawLines = true;
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bool drawLines = true;
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Vector3 stars[STAR_COUNT] = { 0 };
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Vector3 stars[STAR_COUNT] = { 0 };
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Vector2 starsScreenPos[STAR_COUNT] = { 0 };
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Vector2 starsScreenPos[STAR_COUNT] = { 0 };
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// Setup the stars with a random position
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// Setup the stars with a random position
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for (int i = 0; i < STAR_COUNT; i++)
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for (int i = 0; i < STAR_COUNT; i++)
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{
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{
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@@ -65,22 +65,22 @@ int main(void)
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if ((int)mouseMove != 0) speed += 2.0f*mouseMove/9.0f;
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if ((int)mouseMove != 0) speed += 2.0f*mouseMove/9.0f;
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if (speed < 0.0f) speed = 0.1f;
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if (speed < 0.0f) speed = 0.1f;
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else if (speed > 2.0f) speed = 2.0f;
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else if (speed > 2.0f) speed = 2.0f;
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// Toggle lines / points with space bar
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// Toggle lines / points with space bar
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if (IsKeyPressed(KEY_SPACE)) drawLines = !drawLines;
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if (IsKeyPressed(KEY_SPACE)) drawLines = !drawLines;
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float dt = GetFrameTime();
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float dt = GetFrameTime();
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for (int i = 0; i < STAR_COUNT; i++)
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for (int i = 0; i < STAR_COUNT; i++)
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{
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{
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// Update star's timer
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// Update star's timer
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stars[i].z -= dt*speed;
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stars[i].z -= dt*speed;
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// Calculate the screen position
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// Calculate the screen position
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starsScreenPos[i] = (Vector2){
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starsScreenPos[i] = (Vector2){
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screenWidth*0.5f + stars[i].x/stars[i].z,
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screenWidth*0.5f + stars[i].x/stars[i].z,
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screenHeight*0.5f + stars[i].y/stars[i].z,
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screenHeight*0.5f + stars[i].y/stars[i].z,
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};
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};
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// If the star is too old, or offscreen, it dies and we make a new random one
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// If the star is too old, or offscreen, it dies and we make a new random one
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if ((stars[i].z < 0.0f) || (starsScreenPos[i].x < 0) || (starsScreenPos[i].y < 0.0f) ||
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if ((stars[i].z < 0.0f) || (starsScreenPos[i].x < 0) || (starsScreenPos[i].y < 0.0f) ||
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(starsScreenPos[i].x > screenWidth) || (starsScreenPos[i].y > screenHeight))
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(starsScreenPos[i].x > screenWidth) || (starsScreenPos[i].y > screenHeight))
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@@ -97,14 +97,14 @@ int main(void)
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BeginDrawing();
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BeginDrawing();
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ClearBackground(bgColor);
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ClearBackground(bgColor);
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for (int i = 0; i < STAR_COUNT; i++)
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for (int i = 0; i < STAR_COUNT; i++)
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{
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{
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if (drawLines)
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if (drawLines)
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{
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{
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// Get the time a little while ago for this star, but clamp it
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// Get the time a little while ago for this star, but clamp it
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float t = Clamp(stars[i].z + 1.0f/32.0f, 0.0f, 1.0f);
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float t = Clamp(stars[i].z + 1.0f/32.0f, 0.0f, 1.0f);
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// If it's different enough from the current time, we proceed
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// If it's different enough from the current time, we proceed
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if ((t - stars[i].z) > 1e-3)
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if ((t - stars[i].z) > 1e-3)
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{
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{
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@@ -113,26 +113,26 @@ int main(void)
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screenWidth*0.5f + stars[i].x/t,
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screenWidth*0.5f + stars[i].x/t,
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screenHeight*0.5f + stars[i].y/t,
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screenHeight*0.5f + stars[i].y/t,
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};
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};
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// Draw a line connecting the old point to the current point
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// Draw a line connecting the old point to the current point
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DrawLineV(startPos, starsScreenPos[i], RAYWHITE);
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DrawLineV(startPos, starsScreenPos[i], RAYWHITE);
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}
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}
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}
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}
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else
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else
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{
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{
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// Make the radius grow as the star ages
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// Make the radius grow as the star ages
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float radius = Lerp(stars[i].z, 1.0f, 5.0f);
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float radius = Lerp(stars[i].z, 1.0f, 5.0f);
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// Draw the circle
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// Draw the circle
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DrawCircleV(starsScreenPos[i], radius, RAYWHITE);
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DrawCircleV(starsScreenPos[i], radius, RAYWHITE);
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}
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}
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}
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}
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DrawText(TextFormat("[MOUSE WHEEL] Current Speed: %.0f", 9.0f*speed/2.0f), 10, 40, 20, RAYWHITE);
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DrawText(TextFormat("[MOUSE WHEEL] Current Speed: %.0f", 9.0f*speed/2.0f), 10, 40, 20, RAYWHITE);
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DrawText(TextFormat("[SPACE] Current draw mode: %s", drawLines ? "Lines" : "Circles"), 10, 70, 20, RAYWHITE);
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DrawText(TextFormat("[SPACE] Current draw mode: %s", drawLines ? "Lines" : "Circles"), 10, 70, 20, RAYWHITE);
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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}
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@@ -1243,7 +1243,7 @@ void EnableCursor(void)
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_SetRelativeMouseMode(SDL_FALSE);
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#if defined(USING_VERSION_SDL3)
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#if defined(USING_VERSION_SDL3)
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// NOTE: SDL_ShowCursor() has been split into three functions:
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// NOTE: SDL_ShowCursor() has been split into three functions:
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// SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
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// SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
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SDL_ShowCursor();
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SDL_ShowCursor();
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#else
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#else
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@@ -1139,7 +1139,7 @@ void ShowCursor(void)
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// Hides mouse cursor
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// Hides mouse cursor
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void HideCursor(void)
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void HideCursor(void)
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{
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{
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// NOTE: We use SetCursor() instead of ShowCursor() because
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// NOTE: We use SetCursor() instead of ShowCursor() because
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// it makes it easy to only hide the cursor while it's inside the client area
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// it makes it easy to only hide the cursor while it's inside the client area
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SetCursor(NULL);
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SetCursor(NULL);
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CORE.Input.Mouse.cursorHidden = true;
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CORE.Input.Mouse.cursorHidden = true;
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@@ -709,7 +709,7 @@ void InitWindow(int width, int height, const char *title)
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//--------------------------------------------------------------
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//--------------------------------------------------------------
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// Initialize rlgl default data (buffers and shaders)
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// Initialize rlgl default data (buffers and shaders)
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// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
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// NOTE: Current fbo size stored as globals in rlgl for convenience
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rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
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rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
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isGpuReady = true; // Flag to note GPU has been initialized successfully
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isGpuReady = true; // Flag to note GPU has been initialized successfully
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