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https://github.com/raysan5/raylib.git
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Remove unecessary spaces...
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26
src/raylib.h
26
src/raylib.h
@@ -593,21 +593,21 @@ typedef enum {
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// rRES data returned when reading a resource, it contains all required data for user (24 byte)
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typedef struct {
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unsigned int type; // Resource type (4 byte)
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unsigned int param1; // Resouce parameter 1 (4 byte)
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unsigned int param2; // Resouce parameter 2 (4 byte)
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unsigned int param3; // Resouce parameter 3 (4 byte)
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unsigned int param4; // Resouce parameter 4 (4 byte)
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void *data; // Resource data pointer (4 byte)
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} RRESData;
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typedef enum {
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RRES_RAW = 0,
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RRES_IMAGE,
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RRES_WAVE,
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RRES_VERTEX,
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RRES_TEXT
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typedef enum {
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RRES_RAW = 0,
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RRES_IMAGE,
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RRES_WAVE,
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RRES_VERTEX,
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RRES_TEXT
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} RRESDataType;
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#ifdef __cplusplus
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@@ -800,7 +800,7 @@ RLAPI Image ImageText(const char *text, int fontSize, Color color);
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RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
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RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
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@@ -876,15 +876,15 @@ RLAPI Material LoadDefaultMaterial(void);
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
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Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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@@ -892,7 +892,7 @@ RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
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