Code gardening

This commit is contained in:
Ray
2026-08-04 21:16:08 +02:00
parent 99b61089c8
commit 7711de62fb
14 changed files with 40 additions and 45 deletions

2
src/external/rlsw.h vendored
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@@ -774,7 +774,7 @@ SWAPI void swGetFramebufferAttachmentParameteriv(SWattachment attachment, SWatta
// Simple log system to avoid printf() calls if required
// NOTE: Avoiding those calls, also avoids const strings memory usage
#define RLSW_SUPPORT_LOG_INFO
#if defined(RLSW_SUPPORT_LOG_INFO) //&& defined(_DEBUG) // WARNING: LOG() output required for this tool
#if defined(RLSW_SUPPORT_LOG_INFO)
#include <stdio.h>
#define SW_LOG(...) printf(__VA_ARGS__)
#else

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@@ -757,12 +757,12 @@ void PollInputEvents(void)
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
{
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++)

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@@ -1613,11 +1613,11 @@ void PollInputEvents(void)
}
//-----------------------------------------------------------------------------
// using RGFW callbacks instead of polling
// Using RGFW callbacks instead of polling
RGFW_pollEvents();
//-----------------------------------------------------------------------------
mg_event gamepad_event;
mg_event gamepad_event = { 0 };
while (mg_gamepads_check_event(&platform.minigamepad, &gamepad_event))
{
int gamepadIndex = gamepad_event.gamepad->index;

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@@ -1652,7 +1652,7 @@ void PollInputEvents(void)
} break;
#endif
// Keyboard events
// Check keyboard events
case SDL_KEYDOWN:
{
#if defined(USING_VERSION_SDL3)
@@ -1680,10 +1680,8 @@ void PollInputEvents(void)
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey]) CORE.Window.shouldClose = true;
} break;
case SDL_KEYUP:
{
#if defined(USING_VERSION_SDL3)
KeyboardKey key = ConvertScancodeToKey(event.key.scancode);
#else
@@ -1691,7 +1689,6 @@ void PollInputEvents(void)
#endif
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
} break;
case SDL_TEXTINPUT:
{
// NOTE: event.text.text data comes an UTF-8 text sequence but register codepoints (int)
@@ -1700,7 +1697,6 @@ void PollInputEvents(void)
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{
// Add character (codepoint) to the queue
#if defined(USING_VERSION_SDL3)
size_t textLen = strlen(event.text.text);
unsigned int codepoint = (unsigned int)SDL_StepUTF8(&event.text.text, &textLen);
@@ -1769,6 +1765,7 @@ void PollInputEvents(void)
touchAction = 2;
} break;
// Check Touch events
case SDL_FINGERDOWN:
{
UpdateTouchPointsSDL(event.tfinger);
@@ -1788,24 +1785,21 @@ void PollInputEvents(void)
realTouch = true;
} break;
// Check gamepad events
// Check Gamepad events
case SDL_JOYDEVICEADDED:
{
int jid = event.jdevice.which; // Joystick device index
// check if already added at InitPlatform
// Check if already added at InitPlatform
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (jid == platform.gamepadId[i])
{
return;
}
if (jid == platform.gamepadId[i]) return;
}
int nextAvailableSlot = 0;
while (nextAvailableSlot < MAX_GAMEPADS && CORE.Input.Gamepad.ready[nextAvailableSlot])
{
++nextAvailableSlot;
nextAvailableSlot++;
}
if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot])

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@@ -1071,7 +1071,7 @@ void PollInputEvents(void)
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
// Register previous keys states
@@ -1118,7 +1118,7 @@ void PollInputEvents(void)
// NOTE: For DRM touchscreen devices, this mapping is disabled to avoid false touch detection
// CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
// Handle the mouse/touch/gestures events:
// Handle the mouse/touch/gestures events
PollMouseEvents();
}
@@ -1821,7 +1821,7 @@ static void ProcessKeyboard(void)
if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
else
{
if (keysBuffer[i + 1] == 0x5b) // Special function key
if (keysBuffer[i + 1] == 0x5b) // Special function key
{
if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
{
@@ -1938,7 +1938,8 @@ static void InitEvdevInput(void)
(strncmp("mouse", entity->d_name, strlen("mouse")) == 0)) // Search for devices named "mouse*"
{
snprintf(path, MAX_FILEPATH_LENGTH, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
ConfigureEvdevDevice(path); // Configure the device if appropriate
ConfigureEvdevDevice(path); // Configure the device if appropriate
}
}

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@@ -477,7 +477,7 @@ void PollInputEvents(void)
if (kbhit())
{
int key = getch();
if (key == 27) CORE.Window.shouldClose = true; // KEY_SCAPE
if (key == 27) CORE.Window.shouldClose = true; // KEY_ESCAPE
}
}

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@@ -1086,7 +1086,7 @@ void PollInputEvents(void)
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
@@ -1128,7 +1128,7 @@ void PollInputEvents(void)
// Register previous gamepad button states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
EmscriptenGamepadEvent gamepadState;
EmscriptenGamepadEvent gamepadState = { 0 };
int result = emscripten_get_gamepad_status(i, &gamepadState);
@@ -1161,7 +1161,7 @@ void PollInputEvents(void)
default: break;
}
if (button + 1 != 0) // Check for valid button
if (button + 1 != 0) // Check for valid button
{
if (gamepadState.digitalButton[j] == 1)
{

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@@ -1063,7 +1063,7 @@ void PollInputEvents(void)
CORE.Input.Keyboard.charPressedQueueCount = 0;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
//CORE.Input.Gamepad.axisCount = 0;
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
@@ -1134,7 +1134,7 @@ void PollInputEvents(void)
default: break;
}
if (button + 1 != 0) // Check for valid button
if (button + 1 != 0) // Check for valid button
{
if (gamepadState.digitalButton[j] == 1)
{

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@@ -2660,7 +2660,7 @@ static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 fr
const float localVolume = buffer->volume;
const ma_uint32 channels = AUDIO.System.device.playback.channels;
if (channels == 2) // Consider panning
if (channels == 2) // Consider panning
{
const float right = (buffer->pan + 1.0f)/2.0f; // Normalize: [-1..1] -> [0..1]
const float left = 1.0f - right;

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@@ -353,7 +353,7 @@ void ProcessGestureEvent(GestureEvent event)
GESTURES.Drag.vector.y = GESTURES.Touch.moveDownPositionA.y - GESTURES.Touch.downDragPosition.y;
}
}
else if (GESTURES.Touch.pointCount == 2) // Two touch points
else if (GESTURES.Touch.pointCount == 2)
{
if (event.touchAction == TOUCH_ACTION_DOWN)
{

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@@ -2377,7 +2377,7 @@ void rlglClose(void)
// NOTE: External loader function must be provided
void rlLoadExtensions(void *loader)
{
#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
#if defined(GRAPHICS_API_OPENGL_33) // Also defined for GRAPHICS_API_OPENGL_21
// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
if (gladLoadGL((GLADloadfunc)loader) == 0) TRACELOG(RL_LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
else TRACELOG(RL_LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
@@ -2508,7 +2508,7 @@ void rlLoadExtensions(void *loader)
}
// Check instanced rendering support
if (strstr(extList[i], (const char *)"instanced_arrays") != NULL) // Broad check for instanced_arrays
if (strstr(extList[i], (const char *)"instanced_arrays") != NULL) // Broad check for instanced_arrays
{
// Specific check
if (strcmp(extList[i], (const char *)"GL_ANGLE_instanced_arrays") == 0) // ANGLE

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@@ -5348,7 +5348,7 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
image = LoadImage(TextFormat("%s/%s", texPath, cgltfImage->uri));
}
}
else if ((cgltfImage->buffer_view != NULL) && (cgltfImage->buffer_view->buffer->data != NULL)) // Check if image is provided as data buffer
else if ((cgltfImage->buffer_view != NULL) && (cgltfImage->buffer_view->buffer->data != NULL)) // Check if image is provided as data buffer
{
unsigned char *data = (unsigned char *)RL_MALLOC(cgltfImage->buffer_view->size);
int offset = (int)cgltfImage->buffer_view->offset;
@@ -5776,7 +5776,7 @@ static Model LoadGLTF(const char *fileName)
else TRACELOG(LOG_WARNING, "MODEL: [%s] Vertices attribute data format not supported, use vec3 float", fileName);
}
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_normal) // NORMAL, vec3, float
{
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
@@ -5876,7 +5876,7 @@ static Model LoadGLTF(const char *fileName)
else TRACELOG(LOG_WARNING, "MODEL: [%s] Normals attribute data format not supported, use vec3 float", fileName);
}
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec4, float, w is tangent basis sign
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_tangent) // TANGENT, vec4, float, w is tangent basis sign
{
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
@@ -5913,7 +5913,7 @@ static Model LoadGLTF(const char *fileName)
if (attribute->type == cgltf_type_vec2)
{
if (attribute->component_type == cgltf_component_type_r_32f) // vec2, float
if (attribute->component_type == cgltf_component_type_r_32f) // vec2, float
{
// Init raylib mesh texcoords to copy glTF attribute data
texcoordPtr = (float *)RL_MALLOC(attribute->count*2*sizeof(float));
@@ -5962,7 +5962,7 @@ static Model LoadGLTF(const char *fileName)
if (texcoordPtr != NULL) RL_FREE(texcoordPtr);
}
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_color) // COLOR_n, vec3/vec4, float/u8n/u16n
{
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;
@@ -5971,7 +5971,7 @@ static Model LoadGLTF(const char *fileName)
if (model.meshes[meshIndex].colors != NULL) TRACELOG(LOG_WARNING, "MODEL: [%s] Colors attribute data already loaded", fileName);
else
{
if (attribute->type == cgltf_type_vec3) // RGB
if (attribute->type == cgltf_type_vec3) // RGB
{
if (attribute->component_type == cgltf_component_type_r_8u)
{
@@ -6264,7 +6264,7 @@ static Model LoadGLTF(const char *fileName)
}
else TRACELOG(LOG_WARNING, "MODEL: [%s] Joint attribute data format not supported", fileName);
}
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32)
else if (mesh->primitives[p].attributes[j].type == cgltf_attribute_type_weights) // WEIGHTS_n (vec4, u8n/u16n/f32)
{
cgltf_accessor *attribute = mesh->primitives[p].attributes[j].data;

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@@ -713,7 +713,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
default: break;
}
if (glyphs[k].image.data != NULL) // Glyph data has been found in the font
if (glyphs[k].image.data != NULL) // Glyph data has been found in the font
{
stbtt_GetCodepointHMetrics(&fontInfo, cp, &glyphs[k].advanceX, NULL);
glyphs[k].advanceX = (int)((float)glyphs[k].advanceX*scaleFactor);
@@ -845,7 +845,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
// DEBUG: View padding in the generated image setting a gray background...
//for (int i = 0; i < atlas.width*atlas.height; i++) ((unsigned char *)atlas.data)[i] = 100;
if (packMethod == 0) // Use basic packing algorithm
if (packMethod == 0) // Use basic packing algorithm
{
int offsetX = padding;
int offsetY = padding;
@@ -907,7 +907,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
offsetX += (glyphs[i].image.width + 2*padding);
}
}
else if (packMethod == 1) // Use Skyline rect packing algorithm (stb_pack_rect)
else if (packMethod == 1) // Use Skyline rect packing algorithm (stb_pack_rect)
{
stbrp_context *context = (stbrp_context *)RL_MALLOC(sizeof(*context));
stbrp_node *nodes = (stbrp_node *)RL_MALLOC(glyphCount*sizeof(*nodes));
@@ -1860,7 +1860,7 @@ char *TextReplaceAlloc(const char *text, const char *search, const char *replace
int tempLen = textLen + (replaceLen - searchLen)*count + 1;
temp = result = (char *)RL_CALLOC(tempLen, sizeof(char));
if (result != NULL) // Memory was allocated
if (result != NULL) // Memory was allocated
{
// First time through the loop, all the variable are set correctly from here on,
// - 'temp' points to the end of the result string
@@ -2736,7 +2736,7 @@ static Font LoadBMFont(const char *fileName)
&charId, &charX, &charY, &charWidth, &charHeight, &charOffsetX, &charOffsetY, &charAdvanceX, &pageID);
fileTextPtr += (readBytes + 1);
if (readVars == 9) // Make sure all char data has been properly read
if (readVars == 9) // Make sure all char data has been properly read
{
// Get character rectangle in the font atlas texture
font.recs[i] = (Rectangle){ (float)charX, (float)charY + (float)imHeight*pageID, (float)charWidth, (float)charHeight };

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@@ -315,7 +315,7 @@ Image LoadImageRaw(const char *fileName, int width, int height, int format, int
unsigned char *dataPtr = fileData;
int size = GetPixelDataSize(width, height, format);
if (size <= dataSize) // Security check
if (size <= dataSize) // Security check
{
// Offset file data to expected raw image by header size
if ((headerSize > 0) && ((headerSize + size) <= dataSize)) dataPtr += headerSize;
@@ -4288,7 +4288,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
{
TextureCubemap cubemap = { 0 };
if (layout == CUBEMAP_LAYOUT_AUTO_DETECT) // Try to automatically guess layout type
if (layout == CUBEMAP_LAYOUT_AUTO_DETECT) // Try to automatically guess layout type
{
// Check image width/height to determine the type of cubemap provided
if (image.width > image.height)