WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.'

This commit is contained in:
Ray
2025-08-07 18:23:20 +02:00
parent 6792e6e2dd
commit 570082deba
55 changed files with 210 additions and 208 deletions

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@@ -5,9 +5,9 @@
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
@@ -109,7 +109,7 @@ int main(void)
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
}
// If "R" is pressed, reset zoom and offset.
// If "R" is pressed, reset zoom and offset
if (IsKeyPressed(KEY_R))
{
zoom = startingZoom;
@@ -125,17 +125,16 @@ int main(void)
if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
// If either left or right button is pressed, zoom in/out.
// If either left or right button is pressed, zoom in/out
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed;
const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity;
// Find the velocity at which to change the camera. Take the distance of the mouse
// from the center of the screen as the direction, and adjust magnitude based on
// the current zoom.
// from the center of the screen as the direction, and adjust magnitude based on the current zoom
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;